### Basic Xmake Build and Configuration Commands Source: https://docs.ue4ss.com/index Fundamental xmake commands for configuring and building the UE4SS project from the command line. `xmake f` serves as a convenient alias for `xmake config`. ```bash xmake config ``` ```bash xmake f ``` ```bash xmake ``` ```bash xmake build ``` -------------------------------- ### Configure Xmake Profiler Flavor for UE4SS Source: https://docs.ue4ss.com/index Select the desired profiling tool to be integrated with UE4SS. Supported profiler flavors include `Tracy`, `Superluminal`, and `None`. ```bash xmake config --profilerFlavor= ``` -------------------------------- ### Configure and Clean xmake Projects Source: https://docs.ue4ss.com/index These commands are used for managing the configuration of an `xmake` project and for cleaning up build artifacts. `xmake config` allows setting project-wide options, while `xmake clean` removes compiled binaries and intermediate files, either for all targets or a specific one. ```shell xmake config ``` ```shell xmake clean --all ``` ```shell xmake clean ``` -------------------------------- ### Initialize Git Submodules for UE4SS Source: https://docs.ue4ss.com/index Command to initialize and update Git submodules, ensuring all necessary third-party dependencies are available for the UE4SS project. It's crucial to avoid the `--remote` option to prevent unintended updates that could break the build. ```bash git submodule update --init --recursive ``` -------------------------------- ### Configure Xmake Patternsleuth Source for Local Development Source: https://docs.ue4ss.com/index Specify whether the Patternsleuth tool should be built from a local source as part of the UE4SS build process. This option is useful if you intend to modify the Patternsleuth source code. ```bash xmake config --patternsleuth=local ``` -------------------------------- ### Configure Xmake Build Mode for UE4SS Source: https://docs.ue4ss.com/index Set the specific build mode for xmake, which combines target, configuration (Dev, Debug, Shipping, Test), and platform (Win64). This allows tailoring the build output for different scenarios. ```bash xmake f -m "" ``` -------------------------------- ### Display xmake Project Information for Debugging Source: https://docs.ue4ss.com/index These commands are useful for inspecting the current state and configuration of an `xmake` project. `xmake show` provides general information, while `xmake show --target=` offers detailed insights into a specific target, aiding in debugging scripts, compiler flags, and dependency trees. ```shell xmake show ``` ```shell xmake show --target= ``` -------------------------------- ### Build xmake Projects and Targets Source: https://docs.ue4ss.com/index This set of commands facilitates building `xmake` projects. `xmake build` performs an incremental build based on file changes, `xmake build --rebuild` forces a complete recompilation, and `xmake build ` allows building only a specific part of the project. ```shell xmake build ``` ```shell xmake build --rebuild ``` ```shell xmake build ``` -------------------------------- ### Configure Xmake Proxy DLL Path for UE4SS Source: https://docs.ue4ss.com/index Change the default proxy DLL path used by UE4SS. By default, UE4SS generates a proxy based on `C:\Windows\System32\dwmapi.dll`, but this command allows specifying a custom path. ```bash xmake config --ue4ssProxyPath= ``` -------------------------------- ### Manage xmake Project Dependencies Source: https://docs.ue4ss.com/index Commands for handling external dependencies within an `xmake` project. `xmake require --clean` clears package caches, `xmake require --force` ensures all dependencies are re-installed, and `xmake require --list` enumerates all required packages for the project. ```shell xmake require --clean ``` ```shell xmake require --force ``` ```shell xmake require --list ``` -------------------------------- ### Debug UE4SS Minidumps with winedbg Source: https://docs.ue4ss.com/index This snippet shows how to use winedbg to debug minidump files. It's crucial to have the exact same symbol file (PDB) that the UE4SS.dll was built with, as debugging symbols are not stored in the .dmp file. Building from the exact commit that generated the dmp file is recommended for symbol matching. ```shell winedbg crash_2024_12_26_07_39_15.dmp ``` -------------------------------- ### Generate Visual Studio Project Files from xmake Source: https://docs.ue4ss.com/index This command generates Visual Studio solution (`.sln`) files from an `xmake` project, allowing development within the Visual Studio IDE. It supports specifying the Visual Studio version and multiple build modes (e.g., 'Game__Shipping__Win64', 'Game__Debug__Win64') to be included in the generated solution. Regenerating the solution is necessary if `xmake config` changes. ```shell xmake project --kind=vsxmake2022 --modes="Game__Shipping__Win64" ``` ```shell xmake project -k vsxmake2022 -m "Game__Shipping__Win64,Game__Debug__Win64" ``` -------------------------------- ### Control xmake Command Behavior with Flags Source: https://docs.ue4ss.com/index This snippet demonstrates how to use various command-line flags with `xmake` to modify its default behavior, such as automatically confirming prompts, enabling verbose logging, or activating diagnostic output. Flags can often be combined for comprehensive control over command execution. ```shell xmake --yes ``` ```shell xmake --verbose ``` ```shell xmake --Diagnostic ``` ```shell xmake --verbose --Diagnostic --yes ``` -------------------------------- ### Configure Xmake Version Check Behavior and Project Generation Source: https://docs.ue4ss.com/index Control whether xmake performs minimum version checks for Rust and MSVC toolchains during configuration. This setting persists until explicitly changed. The second command demonstrates generating a Visual Studio project after configuring the version check. ```bash xmake config --versionCheck=n ``` ```bash xmake project -k vsxmake2022 ``` -------------------------------- ### Build Windows Binaries for UE4SS on Linux with xmake Source: https://docs.ue4ss.com/index This snippet demonstrates how to cross-compile UE4SS Windows binaries on a Linux machine using xmake and msvc-wine. It requires xmake v2.9.7+ (dev version as of Dec 2024), winbind, and the 'x86_64-pc-windows-msvc' rustup target. Projects like 'proxy', 'proxy_generator', and 'UVTD' are automatically disabled during cross-compilation. The command sets the platform, architecture, SDK path, disables version checks, and specifies msvc-wine for cross-compilation. ```shell xmake f -m "Game__Shipping__Win64" -p windows -a x64 --sdk=/home//my_msvc/opt/msvc --versionCheck=n --ue4ssCross=msvc-wine ``` -------------------------------- ### Update Git Submodules for UE4SS Project Source: https://docs.ue4ss.com/index This snippet provides three methods for updating Git submodules within the UE4SS project. The first command updates all submodules recursively. The second allows updating a specific submodule by path. The third method involves navigating into a submodule's directory and checking out a specific branch or commit, useful for precise version control. ```shell git submodule update --init --recursive ``` ```shell git submodule update --init --recursive deps// ``` ```shell git checkout ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.