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doc: remove unreal page, no longer applies

skypjack vor 3 Monaten
Ursprung
Commit
dc784ba2e7
2 geänderte Dateien mit 0 neuen und 104 gelöschten Zeilen
  1. 0 1
      docs/CMakeLists.txt
  2. 0 103
      docs/md/unreal.md

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docs/CMakeLists.txt

@@ -47,7 +47,6 @@ if(DOXYGEN_FOUND)
             md/reference.md
             md/resource.md
             md/signal.md
-            md/unreal.md
             doxy.in
     )
 

+ 0 - 103
docs/md/unreal.md

@@ -1,103 +0,0 @@
-# EnTT and Unreal Engine
-
-# Table of Contents
-
-* [Enable Cpp17](#enable-cpp17)
-* [EnTT as a third party module](#entt-as-a-third-party-module)
-* [Include EnTT](#include-entt)
-
-## Enable Cpp17
-
-> Skip this part if you are working with UE5, Since UE5 uses cpp17 by default.
-
-As of writing (Unreal Engine v4.25), the default C++ standard of Unreal Engine
-is C++14.<br/>
-On the other hand, note that `EnTT` requires C++17 to compile. To enable it, in
-the main module of the project there should be a `<Game Name>.Build.cs` file,
-the constructor of which must contain the following lines:
-
-```cs
-PCHUsage = PCHUsageMode.NoSharedPCHs;
-PrivatePCHHeaderFile = "<PCH filename>.h";
-CppStandard = CppStandardVersion.Cpp17;
-```
-
-Replace `<PCH filename>.h` with the name of the already existing PCH header
-file, if any.<br/>
-In case the project does not already contain a file of this type, it is possible
-to create one with the following content:
-
-```cpp
-#pragma once
-#include "CoreMinimal.h"
-```
-
-Remember to remove any old `PCHUsage = <...>` line that was previously there. At
-this point, C++17 support should be in place.<br/>
-Try to compile the project to ensure it works as expected before following
-further steps.
-
-Note that updating a *project* to C++17 does not necessarily mean that the IDE
-in use will also start to recognize its syntax.<br/>
-If the plan is to use C++17 in the project too, check the specific instructions
-for the IDE in use.
-
-## EnTT as a third party module
-
-Once this point is reached, the `Source` directory should look like this:
-
-```
-Source
-|  MyGame.Target.cs
-|  MyGameEditor.Target.cs
-|
-+---MyGame
-|  |  MyGame.Build.cs
-|  |  MyGame.h (PCH Header file)
-|
-\---ThirdParty
-   \---EnTT
-      |   EnTT.Build.cs
-      |
-      \---entt (GitHub repository content inside)
-```
-
-To make this happen, create the folder `ThirdParty` under `Source` if it does
-not exist already. Then, add an `EnTT` folder under `ThirdParty`.<br/>
-Within the latter, create a new file `EnTT.Build.cs` with the following content:
-
-```cs
-using System.IO;
-using UnrealBuildTool;
-
-public class EnTT: ModuleRules {
-    public EnTT(ReadOnlyTargetRules Target) : base(Target) {
-        Type = ModuleType.External;
-        PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "entt", "src", "entt"));
-    }
-}
-```
-
-The last line indicates that the actual files will be found in the directory
-`EnTT/entt/src/entt`.<br/>
-Download the repository for `EnTT` and place it next to `EnTT.Build.cs` or
-update the path above accordingly.
-
-Finally, open the `<Game Name>.Build.cs` file and add `EnTT` as a dependency at
-the end of the list:
-
-```cs
-PublicDependencyModuleNames.AddRange(new[] {
-    "Core", "CoreUObject", "Engine", "InputCore", [...], "EnTT"
-});
-```
-
-Note that some IDEs might require a restart to start recognizing the new module
-for code-highlighting features and such.
-
-## Include EnTT
-
-In any source file of the project, add `#include "entt.hpp"` or any other path
-to the file from `EnTT` to use it.<br/>
-Try to create a registry as `entt::registry registry;` to make sure everything
-compiles fine.