In case other people face this issue with their unreal engine project file association not being setup correctly, there's a few ways to address this, regardless of whether you have a source build (github version) or a binary build (launcher version) of the engine installed:
The tips given in the documentation are helpful. However, that was not my issue. I did not restart Epic games after installing Unreal Engine therefore the project file extensions were not associated with my Engine. Please refer to this post for more details -
I imported a bunch of CSS, JS and some HTML yesterday into a new project. But as it took some time, it made me wonder where those files are kept? I see them in the project and various folders within the project. I see an assets folder but are the files held there before saving? And also rather than importing all the files into the BSS project could I copy and paste the files into the assets folder and it would read them there instead if I closed and reopened it again?
BSS cannot read files outside of the app so the answer to if you put files in the assets folder will it read them, is no. You CAN however, upload files to a location on your server and use 'Absolute' links to the files so that you don't have to constantly change them before exporting. Or you can do as I do for some of my galleries which I use external scripts for and use 'Relative' paths once I am sure it's all working. You won't see it in preview since it cannot read from an external file source, but once exported and upload it should all work perfectly. Depends on your situation.
I would "Highly" recommend that you do "NOT" put things into the Assets folder that were not added there by BSS. My reasoning may not be the same as everyone else's, but if you do this: a. You risk deleting it if you accidentally use "replace" instead of "Merge" when you are copying your files over to the main directory after exporting (which is how I do it, rather than exporting directly to the live site's directory). Much better to just create a new directory for them where they can reside permanently without worrying about if you are going to have to constantly replace them if accidentally deleted.
When you import files into your open website project in BSS, you see them in the folders in the design tab in the lower left, but those folders don't actually exist in a physical sense on your hard disc. They exist within the software for the duration of the session, and when you save your website (or it is backed up by BSS), everything is compressed into a single file with the extension .bssdesign . This file is essentially everything that is in your website that the program decompresses when you open your website to work on it.
The only time the assets fold (and its subfolders) are created is when you EXPORT your website for the purposes of uploading to your server. I agree with Jo's #2 point above. You shouldn't put anything inside that assets folder after you've exported it. If you want to add files that can't be imported into BSS directly (live videos or PDFs, etc) either place them in the root directory, or just make a separate folder on your server, and reference the path in your BSS links. That way, you don't ever have to worry about BSS accidentally deleting or overwriting your own files the next time you export your site to upload it.
A C++ project file in Visual Studio is an XML-based file that has the .vcxproj file name extension and contains information that is required to build a C++ project. Note that the project file imports various project files that have the ".props" or ".targets" extension. These files contain additional build information, and might themselves refer to other ".props" or ".targets" files. The macros in the file path (for example $(VCTargetsPath)) are dependent on your Visual Studio installation. For more information about these macros and ".props" and ".targets" files, see VC++ Directories Property Page, Set C++ compiler and build properties in Visual Studio and Common macros for build commands and properties.
The following sample .vcxproj file was produced by choosing Windows Desktop Wizard in the New Project dialog box. To process a project file use either the msbuild.exe tool at the command line, or the Build command in the IDE. (This sample cannot be processed because the required source and header files are not provided.) For more information about the XML elements in a project file, see Project File Schema Reference.
The following sample .vcxproj file was produced by specifying a Win32 Console Application in the New Project dialog box. To process a project file use either the msbuild.exe tool at the command line, or the Build command in the IDE. (This sample cannot be processed because the required source and header files are not provided.) For more information about the XML elements in a project file, see Project File Schema Reference.
When you create a C# application in Visual Studio Code, you start with a project. A project contains all files (such as source code, images, etc.) that are compiled into an executable, library, or website. All of your related projects can then be stored in a container called a solution. This article shows you how you can maintain all your projects and their respective files via the Solution Explorer view.
The new C# Dev Kit extension contains a new view in the Primary Sidebar, the Solution Explorer. This view provides a structured view of your application, its solutions, and its projects for effortless, central project management. When you open a Workspace that contains .NET solution files or project files, the Solution Explorer will automatically appear.
When you have more than one solution file in the workspace, you will be prompted to select the specific solution file to load. After a solution file is loaded for a workspace, the extension will remember which solution file was loaded last and automatically reload that file when the workspace is loaded in VS Code. In the animation below, you can see the experience of opening a workspace with multiple solution files for the first time.
In the video above, after the workspace is loaded, the Solution Explorer detects that the workspace contains multiple solution files and you are prompted to select the solution to load with the standard VS Code notification. Going forward when you open the same workspace, the Solution Explorer remembers which solution file was loaded last and automatically reload that.
When you invoke the Open Solution command, if there is a single solution file in the workspace, it will automatically load that. When there are multiple solution files, you'll be prompted to select the solution file to load. This is the same experience when you first open a workspace with one, or more, solution files. Let's move on to discuss the support for Solution Folders in the Solution Explorer.
In the Solution Explorer, if a solution contains Solution Folders (virtual folders used to group projects in a solution), they will be displayed. Here, you can interact with Solution Folder contents. To add a new Solution Folder, you can right-click the solution and select the New Solution Folder menu item. Take a look at the short video below.
In the video above, a new Solution Folder named "tests" was created. After creating a Solution Folder, you can add a project into it with the Add Existing Project context menu. The animation below shows this experience.
When you remove a Solution Folder from a solution, the Solution Folder and its contents are removed from the solution. The files, and/or projects, that it contains are not deleted from disk. Now that we've discussed Solution Folders, let's move on to see how to interact more with projects in the Solution Explorer.
In the Solution Explorer, there are a number of features to enable you to work with projects. When you first open a solution, you will see the projects and Solution Folders. You can expand Solution Folders or projects to see its contents. The image below shows the Solution Explorer with a few nodes expanded.
In the image above, we can see the Solution Explorer with a couple Solution Folders expanded, as well as the TemplatesWeb project. There is minimal file nesting supported in this release, we will expand on that support to be more consistent with the file nesting that is seen in Visual Studio IDE.
From here, you can open files by double clicking them in the Solution Explorer. You can also right-click items in the Solution Explorer to get a context specific menu for available actions. For example, to add a new file to a project, right-click on the project and select Add New File. When you select that option, you'll be prompted to choose the file template to be used for the default content. You'll get the best experience here if you are working on a project targeting .NET 7.0.200 or above.
You can also add files into projects by creating files as you normally would in VS Code and save them under the folder containing the project file. By default, new files added to the project folder will automatically be added to the project.
In the project view, you can also see the dependencies that the project has, both for Project References as well as Package References. In this version of the C# Dev Kit, you don't have the ability to modify the dependencies. To add a dependency to a project or package reference, you can use the dotnet add command line tool. To add a package reference, see dotnet add package command - .NET CLI and to add a project reference, see dotnet add reference command - .NET CLI. To remove a reference, use dotnet remove. You can read more information at how to remove a package reference and how to remove a package.
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