In a previous post I described the concept for The Bug Squad, a game I’m building in UE5 to experiment with new engine features. In this post I’ll take a brief look at the tools I anticipate to use and then proceed with some basic project setup.
- UE5. 😉
- Rider: for C++ programming. By far the best IDE out there for UE development, saves tons of time.
- Git, Azure DevOps, SourceTree: for version control I’m using Git + Git LFS for binary files. Azure DevOps is a bit of a pain to setup, but it offers unlimited Git LFS storage for free. I’m not a fan of the command line, so I’ll use SourceTree as a Git GUI as much as possible.
I’m not planning to do a lot of 3D art for this project. However, it’s probably unrealistic to think I’ll be able to source everything I need from the various marketplaces.
- Photoshop: mostly for UI work.
- Blender or 3DS Max. I’m fairly proficient with the latter, but it comes with a hefty price tag attached. I’ll probably give Blender a try and see how much it takes to learn to use it at a basic level.
- Substance Designer. Also a bit expensive for a side project, but I want to be able to iterate quickly and nothing beats procedural generation when you’re in a rush.
As a first step I created an empty C++ project from the UE5 launcher. Next I set up the git repository on Azure and locally:
Git LFS needs to be told which files it should track using the
This is my
The intent is to keep binary files out of Git, unless tracked by Git LFS. I find this approach to be flexible and safe and I tend to use it in all my UE projects that rely on Git for versioning.
Adding some base classes
With the project and repo initialized it was finally time to add some code. Nothing fancy here for now, mostly empty base classes that will come in handy in the future.
Next up: creating a base camera, setting up input and the character.