CRADL
Summary
This is a game created with Unreal Engine 5.4.
Authors
- A
- R
- J
Windows Setup
1. Unreal Engine 5.4
- Install the Epic Games Launcher.
- In the launcher, go to Unreal Engine → Library, click +, and install the latest 5.4.x release (not 5.5+ — the project targets 5.4 APIs).
- Install to the default location (
C:\Program Files\Epic Games\UE_5.4). If you install elsewhere, update the engine paths in .vscode/tasks.json.
2. Visual Studio Community 2022 (toolchain)
Visual Studio provides the MSVC compiler and SDKs Unreal needs — even if you edit code in VS Code, you still need it installed. You never need to open Visual Studio, though: builds go through UnrealBuildTool, either via the VS Code build task or by calling Build.bat directly, which is easier than driving a build from the VS IDE.
Microsoft buries the download for older releases; if the main Community page no longer offers 2022, use one of these:
- Direct bootstrapper: https://aka.ms/vs/17/release/vs_community.exe
- Older downloads page: https://visualstudio.microsoft.com/vs/older-downloads/
In the Visual Studio Installer, select these workloads:
- Game development with C++ (you can uncheck the bundled "Unreal Engine installer" — the engine comes from the Epic launcher)
- Desktop development with C++
- .NET desktop development (UnrealBuildTool runs on .NET)
Then under Individual components, make sure these are checked (some come with the workloads, verify anyway):
- MSVC v143 – VS 2022 C++ x64/x86 build tools (v14.38-17.8) — UE 5.4's supported toolchain; newer MSVC versions can produce "unsupported compiler" errors. On a verified working setup, UBT reports
Using Visual Studio 2022 14.38.33133 toolchain. - Windows 10 SDK (10.0.19041.0) — the version UBT actually selects on a verified setup (even when newer SDKs like 10.0.22621.0 are also installed). Any Windows 10/11 SDK from 10.0.18362 up should work.
- .NET Framework 4.6.2 targeting pack (normally included with the .NET desktop workload)
You do not need a standalone .NET 6 SDK — Build.bat runs UnrealBuildTool with the .NET SDK bundled inside the engine.
3. Visual Studio Code (editor)
Day-to-day editing and building happens in VS Code:
- Install VS Code and the C/C++ extension (
ms-vscode.cpptools). - Open the repository folder. Build tasks are already configured in .vscode/tasks.json.
4. Get the project building
- Clone the repository.
- Associate
.uprojectfiles with the engine: right-clickCRADL.uproject→ Switch Unreal Engine version… → select 5.4 (this registers the engine and creates project file associations). Then right-click again → Generate Visual Studio project files if you want a.slnfor IntelliSense/debugging. - In VS Code, run the default build task (Terminal → Run Build Task,
Ctrl+Shift+B): UE: Build Editor (Development). This invokesBuild.batfor theCRADLEditortarget and compiles the C++ module. - Launch the editor with the UE: Launch Editor task, or by double-clicking
CRADL.uproject. - Happy CRADL-ing (press Play)

If the editor prompts that modules are missing or out of date, let it rebuild them (or run the build task first — that's faster to diagnose when something fails).
Optional: data-pipeline tooling
The Dev Portal and Items: Resolve Roster tasks in .vscode/tasks.json run Python via WSL with a pyenv environment named cradl. These are only needed for content-pipeline work (item roster seeding, the dev portal), not for building or running the game.
Contributing
Read CLAUDE.md for the project's non-negotiable rules (C++-only logic, replication-first design, Enhanced Input, no post-5.4 APIs) and ARCHITECTURE.md for architectural decisions.