diff --git a/.github/workflows/release.yml b/.github/workflows/release.yml index b8f490f..3d92333 100644 --- a/.github/workflows/release.yml +++ b/.github/workflows/release.yml @@ -73,8 +73,10 @@ jobs: - name: Package zip run: | - TAG="${{ steps.version.outputs.tag }}" - ZIP_NAME="UnrealMCPython-${TAG}.zip" + VER="${{ steps.version.outputs.ver }}" + # Source-only zip; named to match the precompiled binaries + # (UnrealMCPython__.zip) so the "Source" variant is obvious. + ZIP_NAME="UnrealMCPython_Source_${VER}.zip" STAGE_DIR=$(mktemp -d) TARGET="$STAGE_DIR/UnrealMCPython" mkdir -p "$TARGET" diff --git a/README.md b/README.md index 8bdd764..841b33f 100644 --- a/README.md +++ b/README.md @@ -120,7 +120,7 @@ expose, an optional C++ helper (`MCPythonHelper`) is available. Full details in Each [release](https://github.com/GenOrca/unreal-mcp/releases) ships two kinds of plugin asset. **Most users want the precompiled one for their exact engine version:** - ✅ **`UnrealMCPython__.zip`** (e.g. `UnrealMCPython_5.8_2.2.0.zip`) — **precompiled** for that exact UE version. No C++ toolchain, no rebuild — just drop it in and launch. **Pick the one matching your engine version.** -- 🛠️ **`UnrealMCPython-v.zip`** — **source only**, for C++ developers (the CI release pipeline runs on Linux and does not compile the C++ module). Unreal tries to *compile* it on first open, which **requires Visual Studio with the "Game development with C++" workload**. Without that toolchain the build fails and the editor closes — so don't use this one unless you intend to compile. +- 🛠️ **`UnrealMCPython_Source_.zip`** — **source only**, for C++ developers (the CI release pipeline runs on Linux and does not compile the C++ module). Unreal tries to *compile* it on first open, which **requires Visual Studio with the "Game development with C++" workload**. Without that toolchain the build fails and the editor closes — so don't use this one unless you intend to compile. Extract, then copy `Plugins/UnrealMCPython/` into your project's `Plugins/` folder: