If this project was created from the nDisplay template this is already done. Otherwise, simply follow the steps: https://docs.unrealengine.com/en-US/Engine/Rendering/nDisplay/AddToExisting/index.html
Download the script: [TODO Add link]
Run `./ue4_yurt_autobuild.sh [PROJECT_NAME] [PATH_TO_UE4_PROJECT]`
For projects made with the Unreal Editor for the YURT: simply package the project normally. The steps for cooking and packaging an Unreal project can be found: https://docs.unrealengine.com/en-US/Engine/Basics/Projects/Packaging/index.html
For projects made with the normal Unreal Editor for the YURT:
If your machine does not have a copy of the patched Editor for the YURT you must zip up your project and move it to a machine that does (preferably vrlab2). You can zip up the project by going to File -> Package -> Zip up Project. Then email or sftp your .zip file to the machine with the patched editor and extract it.
Find the path to the .uproject in the root of the project directory, call this .UPROJECT_PATH
Open a terminal.
cd to the root of the UE4 editor (/home/andy/Desktop/UnrealYurt/UE4_Build on vrlab2)
run 'mkdir OutputDirectory'
Replace [UPROJECT_PATH] with the path you previously found
For development builds run: ./Engine/Build/BatchFiles/RunUAT.sh BuildCookRun -project="[UPROJECT_PATH]" -noP4 -platform=Linux -clientconfig=Development -serverconfig=Development -cook -allmaps -build -stage -pak -archive -archivedirectory="OutputDirectory"
For release builds run: ./Engine/Build/BatchFiles/RunUAT.sh BuildCookRun -project="[UPROJECT_PATH]" -noP4 -platform=Linux -clientconfig=Shipping -serverconfig=Shipping -cook -allmaps -build -stage -pak -archive -archivedirectory="OutputDirectory"
Copy the "OutputDirectory/[Project Name]" directory to the YURT.
Unreal has remote deployment options, but I've found the easiest way to do this is to use sftp
sftp [username]@ssh.ccv.brown.edu
cd to the location you want to upload the project to.
run:
put -r OutputDirectory/[Project Name] .
Setup a custom configuration file (OPTIONAL)
Either use the pre-made configuration file: https://gist.githubusercontent.com/ess476/28cc3219ba56a545b98a9ce09753590b/raw/a6ac09ff8d5f7567032050433282b05a6f624314/yurt_config.cfg
This currently has the cave001 node disabled. It can be re-added by uncommenting the cluster_node lines for cave001.
Alternatively use the MinVR to YURT configuration tool
If you want to add extra VRPN inputs you can do so by following the guide here: https://docs.unrealengine.com/en-US/Engine/Rendering/nDisplay/VRPN/index.html
Setup the launcher (this requires FAR more editing than it should, hopefully it'll be simpler soon)
Clone a new copy of https://github.com/ess476/ue_launcher
Replace the yurt_config.cfg file with the custom configuration (if you made one).
Enter into the ue_launcher directory.
Edit ./launch.py, replace '~/data/esattler/ue_launcher' with the path to your launcher.
Edit ./launch.json and replace the "-dc_cfg=/users/esattler/data/esattler/LinuxNoEditor/Example/Content/ExampleConfigs/test_input.cfg" line with "-dc_cfg=[PATH TO YOUR yurt_config.cfg]"
Edit ./killall.py, replace 'pkill -9 Example' with 'pkill -9 [My Project Name]'
To start the project do: ./run
To stop the project do: ./killall.sh