

If you don't know how to forward a port, this is a good place to start. If you see a "This site can't be reached" error, it's probably due to the 8080 port not being forwarded correctly. If you don't create a custom one, you will have to use the long password you entered earlier every time you need to execute admin actions.įirst of all, try to access your server's 8080 port directly from its IP address. Once again, it's up to you to create a custom admin user or use the default one.

After the default plugins have all been installed, you will land on the "Create First Admin User" page: The option you choose is up to you, but for the sake of this tutorial, we will choose the default "Install suggested plugins" option. Once you have successfully unlocked Jenkins, you will see the following customization page: You can fix that by opening your task manager, going to the "Services" tab and making sure that the status is "Running": If you don't see that screen, it probably means that the service didn't start automatically. Even though Jenkins is compatible with Linux, we absolutely need a Windows server to build an Unreal Engine game for Windows.Īfter you have installed the Windows Installer Package available over here and typed localhost:8080 in your favorite browser, you should see the following unlock page: Setupping Jenkins is really easy: all you need is a server you can install the service on. This guide will therefore cover the following topics: They were also not explaining how to automatically compile the C++ code from Jenkins, which quickly becomes a problem as soon as you have more than one programmer working on the project. The few guides I found were not bad by any means, but I felt like they were skipping over some basic stuff in favor of more advanced automation setups. Since I didn't find a whole lot of guides combining Jenkins and Unreal on the web, I thought I would make one myself and let my fellow developers avoid the mistakes I made. Even though I had never tried to make Jenkins work with Unreal Engine before, I knew it would save us a lot of time and problems down the road. This is why I absolutely wanted to have automation before even starting to work on Astral Tides.

Finally, you can successively build for multiple configurations (圆4, x86, Development, Shipping) and send them to the appropriate people. First and foremost, it ensures that the team almost always has access to the latest build without having to lose their precious time building it.Īlso, if a developer finds a bug, having a build independant of individual development configurations can tell us if the bug is in the depot or only on his machine. As developers, automation is a very powerful tool to have for many reasons.
