FieldWalker

FieldWalker Verification Steps

Table of Contents

Sample Overview

  • This project is a sample project (FieldWalker) using the UnrealEngine Diarkis UnrealEngine Plugin.

  • You can check the Field function of Diarkis.

  • By launching multiple FieldWalker, you can confirm the synchronization of character positions that are being moved by other client devices.

  • You can observe the synchronization of character positions using the UDP protocol.

  • Compatible operating environments include Windows10/11, Mac, iOS, Android, Nintendo Switch, PS4, PS5, Xbox Series X|S.

  • Verified on UE4.27.2 and UE5.0.3.

Verification Steps

Windows Verification Steps

  1. Right-click on FieldWalker.uproject and select "Generate Visual Studio project files."

  2. Open FiedlWaker.sln in Visual Studio.

  3. Specify the Diarkis server connection destination as follows, matching the connection information. (FieldWalker/Source/FieldWalker/Diarkis/DiarkisPluginBase.cpp)

    ADiarkisPluginBase::ADiarkisPluginBase()
    {
         // Server address for Diarkis server connection
         Host = "192.168.11.2:7000";
         // Host = "asia-northeast1.diarkis.io/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX";
    
         // Client key for Diarkis server connection
         ClientKey = "";
         // ClientKey = "XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX";
    
         // UID for Diarkis server connection (specify a different id for each user)
         UID = 1111;
     }
    • If a client key is not required, specify clientKey = "".

    • If uid = 0 is set for the user ID, a random ID will be assigned upon startup.

  4. Build & Execute

    • For Windows: Select DebugGame_Editor Win64 in Visual Studio, build, and run.

Mac Verification Steps

  1. Right-click on FieldWalker.uproject and select "Generate XCode Project."

    • If it fails, execute the shell command below to create FieldWalker.xcworkspace.

    For UE4.27

    sh “/{PATH_TO_ENGINE}/UE_4.27/Engine/Build/BatchBiles/Mac/GenerateProjectFiles.sh” -project="/{PATH_TO_PROJECT}/FieldWalker.uproject" -game

    For UE5.0

    sh "/{PATH_TO_ENGINE}/UE_5.0/Engine/Build/BatchFiles/Mac/GenerateProjectFiles.sh" -project=/{PATH_TO_PROJECT}/FieldWalker/FieldWalker.uproject -game
  2. Open FieldWalker.xcworkspace with XCode 12.5.1 (for UE4.27) / XCode 13.3 (for UE5.0).

  3. Specify the Diarkis server connection destination similar to the Windows section.

  4. Build & Execute

Selected Viewport

  1. After launching UE4Editor, press the toolbar's Play button.

    • Select Selected Viewport / Multiplayer Options and choose Number of players: 1.

Explanation of Each Screen

  • Diarkis Server Designation

    • HostName: Specify the URL of the Diarkis HTTP server.

    • ClientKey: If the Diarkis server has set a ClientKey, specify that Key. Leave it blank if not set.

    • UID: Specify a unique UID different from other clients. Note that synchronization cannot be achieved if the same ID as other clients is specified.

  • Synchronization Method Designation

    • SyncMethod: Synchronization method (join within 1 minute required)

      • Field: Synchronization using Field. The number of Pods used (number of UDP / TCP servers) splits the Field into Grids.

        • By default, the UDP server is started with 1 Pod, and 1 Map is divided into 4 Grids.

        • Moving across Grids means position information is not sent between characters in different Grids, making them not visible.

    • Show Stat: Displays frame rate, etc.

    • Fix FPS: Fixes FPS.

    • FPS: Switch the fixed FPS to 30 FPS / 60 FPS.

InGame Screen

    • Grid Size Slider: Slider to change the size of the Grid.

    • Server Count Slider: Number of connected UDP servers (this affects the number of Grids).

  • Application operation

    Key w: Move forward
    Key s: Move backward
    Key a: Right
    Key d: Left
    Space key: Jump
    Camera Operation: Mouse

Functionality Check (Multiplayer Option)

  1. After launching UE4Editor, press the toolbar's Play button.

    • Select Standalone Game.

    • Select Number of players: 2-4 in Multiplayer Options.

  2. Multiple Windows display, and pressing the game's Start button is necessary.

    • Make sure that UIDs are not the same; having identical UIDs results in unintended behavior.

    • Increasing Players can result in a delay in character synchronization, depending on the PC's specs.

Log Output

Log Output

  • Log files are output to the following folder.

  • FieldWalker/logs/OOOO/ (where OOOO is the user ID)

  • Logs output only during the debug-build.

  • To output logs even in Development builds, adjust bOutputLog = true in the DiarkisInterfaceBase constructor.

  • LogOutType can switch between file output and debug output in the DiarkisInterfaceBase constructor.

Changing Log Levels

  • The log output level can be changed in the LoggerFactory constructor.

  • The client library's log output level can be set by function (UDP, TCP, Socket, Room, P2P, MatchMaker, Runtime, etc.).

  • Logs set in the Base class can specify output levels at Runtime.

     severities({
       { "TCP", DiarkisLoggerSeverity::Info },
       { "UDP", DiarkisLoggerSeverity::Warning },
       { "RUDP", DiarkisLoggerSeverity::Info },
       { "Socket-TCP", DiarkisLoggerSeverity::Info },
       { "Socket-UDP", DiarkisLoggerSeverity::Info },
       { "Field", DiarkisLoggerSeverity::Info },
       { "Scheduler", DiarkisLoggerSeverity::Info },
       { "P2P", DiarkisLoggerSeverity::Info },
       { "Room-TCP", DiarkisLoggerSeverity::Debug },
       { "Room-UDP", DiarkisLoggerSeverity::Debug },
       { "Group-TCP", DiarkisLoggerSeverity::Info },
       { "Group-UDP", DiarkisLoggerSeverity::Info },
       { "UDP-Stats", DiarkisLoggerSeverity::Info },
       { "Runtime", DiarkisLoggerSeverity::Debug }
     })
  • For example, setting the severity to DiarkisLoggerSeverity::Warning will result in Warning and below output in the following order.

       //! Log Level: Verbose
       Verbose = 0,
       //! Log Level: Debugging Information
       Debug,
       //! Log Level: Information
       Info,
       //! Log Level: Warning
       Warning,
       //! Log Level: Error
       Error,
       //! Log Level: Fatal Error
       Fatal,
       //! Log Level: None
       None

About the Code

Main Code of FieldWalker (Sample Using Diarkis Plugin)

  • FieldWalker/Source/FieldWalker

    • FieldWalkerGameMode.h / FieldWalkerGameMode.cpp: Main class managing the Game (AGameModeBase)

    • FieldWalkerCharacter.h / FieldWalkerCharacter.cpp: Class for one's own character (ADiakisCharacter)

  • FieldWalker/Source/FieldWalker\Diarkis

    • DiarkisPluginBase.h / DiarkisPluginBase.cpp: Basic class utilizing the Diarkis Plugin

    • DiarkisPluginIntterface.h / DiarkisPluginIntterface.cpp: Interface class utilizing the Diarkis Plugin

    • DiarkisPluginSample.h / DiarkisPluginBase.cpp: Sample class utilizing the Diarkis Plugin

Main Code of Diarkis Plugin

MethodFunctionality

Client

Parent classes interface for controlling the Diarkis Library

Extension

Child classes interface for controlling the Diarkis Library

DiarkisNetwork

Interface class group for Diarkis Plugin

libDiarkis

Diarkis library

About the Client Code

  • Overview of Functionality

    • Parent class interface for controlling the Diarkis Library

  • Code Location

    • FieldWalker/Plugins/Diarkis/Source/Diarkis/Client

  • Each Class

    • DiarkisInterfaceBase.h / DiarkisInterfaceBase.cpp: Interface class controlling Diarkis from UE4 (controls libDiarkis)

    • DiarkisRoomBase.h / DiarkisRoomBase.cpp: Parent class for Room functionality (controls libDiarkis)

    • DiarkisGroupBase.h / DiarkisGroupBase.cpp: Parent class for Group functionality (controls libDiarkis)

    • DiarkisFieldBase.h / DiarkisFieldBase.cpp: Parent class for Field functionality (controls libDiarkis)

    • DiarkisTcpBase.h / DiarkisTcpBase.cpp: Parent class for TCP functionality (controls libDiarkis)

    • DiarkisUdpBase.h / DiarkisUdpBase.cpp: Parent class for UDP functionality (controls libDiarkis)

    • DiarkisP2PBase.h / DiarkisP2PBase.cpp: Parent class for P2P functionality (controls libDiarkis)

    • DiarkisMatchMakerBase.h / DiarkisMatchMakerBase.cpp: Parent class for MatchMaker functionality (controls libDiarkis)

    • DiarkisRPCBase.h / DiarkisRPCBase.cpp: Parent class for RPC functionality (controls libDiarkis)

About the Extension Code

  • Overview of Functionality

    • Child class group interface for controlling the Diarkis Library

  • Code Location

    • FieldWalker/Plugins/Diarkis/Source/Diarkis/Extension

  • Each Class

    • Character (Data Synchronization Class for Character)

      • DiarkisCharacter.h / DiarkisCharacter.cpp: Character synchronization class for Diarkis

      • CharacterSyncData.h / CharacterSyncData.cpp: Class for serializing/deserializing character position data

      • CharacterMoveData.h / CharacterMoveData.cpp: Initial position class for character synchronization

      • CharacterStateData.h / CharacterStateData.cpp: Class for position data with frame-by-frame differences

    • Component (Component Class for Diarkis Position Synchronization)

      • DiarkisSyncComponent.h / DiarkisSyncComponent.cpp: Component class for Diarkis position synchronization

      • DiarkisCharacterSyncComponent.h / DiarkisCharacterSyncComponent.cpp: Sample implementation component class for custom data reception/transmission during Actor creation

    • Movement (Class for Diarkis Position Synchronization)

      • DiarkisMovementController.h: Interface class for position synchronization Component

      • DiarkisLocalMovementSync.h / DiarkisLocalMovementSync.cpp: Local use position synchronization Component class

      • DiarkisRemoteMovementSync.h / DiarkisRemoteMovementSync.cpp: Remote use position synchronization Component class

    • Diarkis/Utils (Utility Classes)

      • DiarkisUtils.h / DiarkisUtils.cpp

    • Interface Classes for Controlling the Library (Derived Classes of XXXBase)

      • DiarkisInterface.h / DiarkisInterface.cpp

      • DiarkisRoom.h / DiarkisRoom.cpp: Class controlling the Room functionality

      • DiarkisGroup.h / DiarkisGroup.cpp: Class controlling the Group functionality

      • DiarkisField.h / DiarkisField.cpp: Class controlling the Field functionality

      • DiarkisTcp.h / DiarkisTcp.cpp: Class controlling the TCP functionality

      • DiarkisUdp.h / DiarkisUdp.cpp: Class controlling the UDP functionality

      • DiarkisP2P.h / DiarkisP2P.cpp: Class controlling the P2P functionality

      • DiarkisMatchMaker.h / DiarkisMatchMaker.cpp: Class controlling the MatchMaker functionality

      • DiarkisRPC.h / DiarkisRPC.cpp: Class controlling the RPC functionality

      • DiarkisSyncData.h / DiarkisSyncData.cpp: Class processing Diarkis position synchronization

      • DiarkisReplication.h / DiarkisReplication.cpp: Class for Replication using the Room's Property

      • DiarkisActorManagement.h / DiarkisActorManagement.cpp: ID to identify Actors managed by Diarkis

About the DiarkisNetwork Code

  • Overview of Functionality

    • Interface class group for Diarkis Plugin

  • Code Location

    • FieldWalker/Plugins/Diarkis/Source/Diarkis/DiarkisNetwork

  • Each Class

    • Event/Interfaces (Interface classes receiving callbacks of Room functionalities from Diarkis Plugin)

      • DiarkisNetworkCoreEvent.h: Interface representing Core events of Diarkis Plugin

      • DiarkisNetworkRoomEvent.h: Interface representing Room events of Diarkis Plugin

      • DiarkisNetworkGroupEvent.h: Interface representing Group events of Diarkis Plugin

      • DiarkisNetworkFieldEvent.h: Class receiving callbacks of Field functionalities from Diarkis Plugin

      • DiarkisNetworkP2PEvent.h: Interface representing P2P events of Diarkis Plugin

      • DiarkisNetworkMatchMakerEvent.h: Interface representing MatchMaker events of Diarkis Plugin

    • Event/Emitters (Classes queueing Room events from Diarkis)

      • DiarkisNetworkCoreEventEmitter.h / DiarkisNetworkCoreEventEmitter.cpp: Class for queueing Core events from Diarkis

      • DiarkisNetworkEventEmitterBase.h / DiarkisNetworkEventEmitterBase.cpp: Base class for generating various events

      • DiarkisNetworkRoomEventEmitter.h / DiarkisNetworkRoomEventEmitter.cpp: Class for queueing Room events from Diarkis

      • DiarkisNetworkGroupEventEmitter.h / DiarkisNetworkGroupEventEmitter.cpp: Class for queueing Group events from Diarkis

      • DiarkisNetworkFieldEventEmitter.h / DiarkisNetworkFieldEventEmitter.cpp: Class for queueing Field events from Diarkis

      • DiarkisNetworkP2PEventEmitter.h / DiarkisNetworkP2PEventEmitter.cpp: Class for queueing P2P events from Diarkis

      • DiarkisNetworkMatchMakerEventEmitter.h / DiarkisNetworkMatchMakerEventEmitter.cpp: Class for queueing MatchMaker events from Diarkis

    • Modules (Classes that check the state of Room functionalities of Diarkis and queue callback events)

      • DiarkisNetworkModuleBase.h / DiarkisNetworkModuleBase.cpp

      • DiarkisNetworkRoom.h / DiarkisNetworkRoom.cpp: Class checking the state of Room functionalities and queueing callback events

      • DiarkisNetworkGroup.h / DiarkisNetworkGroup.cpp: Class checking the state of Group functionalities and queueing callback events

      • DiarkisNetworkField.h / DiarkisNetworkField.cpp: Class checking the state of Field functionalities and queueing callback events

      • DiarkisNetworkP2P.h / DiarkisNetworkP2P.cpp: Class checking the state of P2P functionalities and queueing callback events

      • DiarkisNetworkMatchMaker.h / DiarkisNetworkMatchMaker.cpp: Class checking the state of MatchMaker functionalities and queueing callback events

    • DiarkisNetworkBlueprintLibrary.h / DiarkisNetworkBlueprintLibrary.cpp: Class registering callback events of Diarkis Plugin as Blueprint functions

    • DiarkisNetworkManager.h / DiarkisNetworkManager.cpp: Class managing Diarkis Plugin

    • DiarkisNetworkSubsystem.h / DiarkisNetworkSubsystem.cpp: Class holding the UDiarkisNetworkManager instance

About the libDiarkis Code

  • Overview of Functionality

    • C++ library of Diarkis

  • Code Location

    • FieldWalker/Plugins/Diarkis/Source/ThirdParty/libDiarkis/prebuilt

  • Files of Each Library

    • Library used in win-x64 (win-x64\bin\diarkis.dll)

    • Library used in macos-x64 (macos-x64\lib\diarkis.dylib)

    • Library used in android (android\libs\arm64-v8a\diarkis.so)

    • Library used in iOS (iOS\lib_static\libdiarkis.lib)

    • Library used in switch (nx64\Libraries\NX-NXFP2-a64\Release\libdiarkis.a)

    • Library used in ps4 (ps4\lib_staic\libdiarkis.a)

    • Library used in ps5 (ps5\lib_staic\libdiarkis.a)

    • Library used in xbox (xbox-series\lib_staic\diarkis.a)

Class Diagram

  • Class Diagram for Diarkis Plugin

  • To customize the Diarkis Plugin

    • Prepare a derived class from the class controlling the Diarkis library's interface (the red box at the bottom of the diagram) and customize the process.

    • Refer to ADiarkisPluginSample for customizing processing.

  • Class Diagram for Character Synchronization

  • To customize the synchronization method

    • Prepare derived classes of DiarkisLocalMovementSync, DiarkisRemoteMovementSync, or prepare a derived class of ADiarkisCharacter to customize processing.

About Synchronization Features

Features Synchronizable with Diarkis Plugin

The Field Walker sample includes examples of the following synchronizable features using the Diarkis Plugin.

  • Instance management of actors

  • Position synchronization of actors

  • Variable replication

  • RPC

These features are implemented differently from the standard UE communication procedures, requiring separate settings and implementation. Since synchronization is implemented using Diarkis Room functionality, it needs to be in a state where communication via Room is possible.

Instance Management of Actors

  • Locally created and deleted actors with DiarkisSyncComponent will have their instance management information sent remotely to have identical actor instances across hosts in synchronization state. Actors initially placed in the map reuse already created instances, while dynamically created actors are newly spawned on remote hosts.

  • DiarkisSyncComponent carries a Diarkis Actor ID to identify the actor on the Diarkis network, and uses this ID for identification. It can also determine if it is an owner of the DiarkisSyncComponent, allowing switching of behavior between local and remote contexts. For example, in ThirdPerson_AnimSyncBP, it switches whether to use information from local CharacterMovement or information obtained from communication using this flag.

  • This Actor ID or owner flag becomes usable after connecting to the Diarkis network and having the necessary information ready. An DiarkisSyncComponent event DiarkisActorIDDecided allows awareness of this timing. For example, ThirdPersonCharacter utilizes this event in Begin Play to execute registration of replication and RPC processes once the owner is decided.

  • Additionally, custom data can be added when creating remote actors. UDiarkisCharacterSyncComponent::SerializeSpawnActorCustomPayload() adds custom data to remote-actor creation data, while UDiarkisCharacterSyncComponent::DeserializeSpawnActorCustomPayload() extracts necessary information from the received data.

Position Synchronization of Actors

  • Adding DiarkisSyncComponent to an Actor enables these features. Identical actors are automatically created on other hosts connected to the same Room. The remote-side TherdPersonCharacter seamlessly synchronizes position, orientation, jump state, and when the remote host exits Room, the remote actor in a local host also automatically deletes.

Variable Replication

  • Synchronizes variables held by Actors across the network. Target variables require UPROPERTY() specification. Specify the target Actor and variable name, and register with Register Replicated Variable, while sending data when necessary with Send Replicated Variable. However, the transmission interval will occur no more frequently than permitted by DiarkisReplication::replicationMinimumInterval. The sample implementation resides in the Blueprint ThirdPersonCharacter under Register Replicated Variables and Send Replicated Variable.

RPC

  • Facilitates network-based function calls of Actor-held functions. Target functions require UFUNCTION() specification. Specify the target Actor and method name, register with Register Rpc UEFunc, and send using methods like Send Rpc UEFunc All. The remote side, upon receiving RPC, invokes the method of the indicated name in the actor with the same Actor ID. The sample registers RPCs within the Blueprint ThirdPersonCharacter by Register RPCs, while AFieldWalkerCharacter::HandleFire() executes an RPC transmission.

Operational Verification Environment

  • Supported Platforms

    • Windows10

    • Mac

    • Android

    • iOS

    • Nintendo Switch

    • PS4 / PS5

    • Xbox Series X|S

  • UnrealEngine Versions

    • 4.27.2

    • 5.0.3

UE 4.27.2

  • VisualStudio2019 Version142 (16.10.4)

  • WindowsSDK Version 10.0.19041.0

  • Android Environment

    • android-studio-2020.3.1.22-windows.exe

    • Android NDK 22.1.7171670

    • Andriod 4.4 (API Level 19)

  • Mac/iOS Environment

    • XCode 12.5.1

  • Nitendo Switch Environment

    • UE4 base code

      • Repository: 「git@github.com:Diarkis/UnrealEngine.git」

      • Tag: 4.27.2 release

      • Commit: d94b38ae3446da52224bedd2568c078f828b4039

    • UE4 Switch Platform Package

      • Obtain code from the Console Switch via a portal site provided by EpicGames.

      • Using the pack Switch_4.27.2-release.zip

    • Switch NintendoSDK 12.3.2

  • PS4 Environment

    • UE4 base code

      • Repository: 「git@github.com:Diarkis/UnrealEngine.git」

      • Tag: 4.27.2 release

      • Commit: d94b38ae3446da52224bedd2568c078f828b4039

    • UE4 PS4 Platform Package

      • Obtain code from the Console PS4 via a portal site provided by EpicGames.

      • Using the pack PS4_4.27.2-release.zip

    • SDK Version 9.0008.000

  • PS5 Environment

    • UE4 base code

      • Repository: 「git@github.com:Diarkis/UnrealEngine.git」

      • Tag: 4.27.2 release

      • Commit: d94b38ae3446da52224bedd2568c078f828b4039

    • UE4 PS5 Platform Package

      • Obtain code from the Console PS5 via a portal site provided by EpicGames.

      • Using the pack PS5_4.27.2-release.zip

    • SDK Version 4.51.00.01

  • Xbox Series X|S Environment

    • UE4 base code

      • Repository: 「git@github.com:Diarkis/UnrealEngine.git」

      • Tag: 4.27.2 release

      • Commit: d94b38ae3446da52224bedd2568c078f828b4039

    • UE4 Xbox Series X|S Platform Package

      • Obtain code from the Console Xbox via a portal site provided by EpicGames.

      • Using packs GDK_4.27.2-release.zip / XDK_4.27.2-release.zip

    • GDK version 210402

UE 5.0.3

  • VisualStudio2019 Version142 (16.10.4)

  • WindowsSDK Version 10.0.19041.0

  • Android Environment

    • android-studio-2020.3.1.22-windows.exe

    • Android NDK 22.1.7171670

    • Andriod 6.0 (API Level 23)

  • Mac/iOS Environment

    • XCode 13.3

  • UE 5.0.2

    • PS4 Environment

      • UE5 base code

        • Repository: 「git@github.com:Diarkis/UnrealEngine.git」

        • Tag: 5.0.2 release

        • Commit: d11782b9046e9d0b130309591e4efc57f4b8b037

      • UE4 PS4 Platform Package

        • Obtain code from Console Playstation 4 via a portal site provided by EpicGames.

        • Using the pack PS4_5.0.2-release.zip

      • PS4 SDK Version 9.508.001

      • PS4 System Software 9.600.011

    • PS5 Environment

      • UE5 base code

        • Repository: 「git@github.com:Diarkis/UnrealEngine.git」

        • Tag: 5.0.2 release

        • Commit: d11782b9046e9d0b130309591e4efc57f4b8b037

      • UE4 PS5 Platform Package

        • Obtain code from Console Playstation 5 via a portal site provided by EpicGames.

        • Using the pack PS5_5.0.2-release.zip

      • PS5 SDK Version 5.000.00.41

      • PS5 System Software 5.50.00.08

    • Xbox Series X|S Environment

      • UE5 base code

        • Repository: 「git@github.com:Diarkis/UnrealEngine.git」

        • Tag: 5.0.2 release

        • Commit: d11782b9046e9d0b130309591e4efc57f4b8b037

      • UE4 Xbox Series X|S Platform Package

        • Obtain code from Console Xbox [GDK] via a portal site provided by EpicGames.

        • Using the pack GDK_5.0.2-release.zip

      • GDK: 211001 October 2021 Update 1

Operational Verification Steps

Steps for Creating Windows10 Package

  1. In the "File" menu, select "Package Project" and then choose "Windows10 (64bit)."

  2. Specify the folder where the package will be output.

  3. Once the build is successful, start via FieldWalker.exe in the specified output folder.

Operation Verification Steps on Android Devices (Separate Setup for AndroidStudio Environment Needed)

  1. Click "Edit" in the UnrealEditor taskbar and then "Project Settings."

  • APK Packaging

    • Android Packaging

    • Minimum SDK Version

    • Target SDK Version

  • Build - uncheck arumv7 (support planned for later updates)

    • Check arm64 for support

  • Set each of the above items according to the environment.

  1. Connect an Android device, and from the right ▽ of the "Launch" toolbar, select Android Device.

  2. "Launch" will build the package and transfer it to the app after packaging.

Operation Verification Steps on iOS Devices

  1. Click "Edit" in the UnrealEditor taskbar and then "Project Settings."

  2. Go to the "iOS" section under Platforms.

    • Set "Provisioning Profile"

    • Set "Certificate"

    • Set "Bundle Display Name"

    • Set "Bundle Name"

    • Set "Bundle Identifier"

  3. Connect an iPhone device, and from the right ▽ of the "Launch" toolbar, select iPhone Device.

  4. "Launch" will build the package and transfer it to the app after packaging.

Operation Verification Steps on Switch Devices

  1. Establish an "Epic Games Console NDA" with EpicGames to obtain the Platform Code for Switch.

  2. Obtain the project code for UE4 4.27.2.

  3. Install NintendoSDK 12.3.2

    • Latest compatibility of UE4 4.27.2 is NintendoSDK 12.3.2

  4. In VisualStudio2019, select "Development" device: "Switch" project: "FieldWalker" for the build.

  5. The build may take several hours. Once built, execute to run.

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