This article introduces how to setup a basically usable development environment using Emacs to develop Unreal Engine 4 project. The assumed working operating system is Windows, but it can be easily ported to Linux or MacOS. The UE4 project is still compiled using Microsoft Visual Studio tool chain, but Emacs is used as the main code editor.
This method avoids merge conflicts if you have periodically pulled master into your branch. It also gives you the opportunity to squash into more than 1 commit, or to re-arrange your code into completely different commits (e.g. if you ended up working on three different features but the commits were not consecutive).
Note: You cannot use this method if you intend to open a pull request to merge your feature branch. This method requires committing directly to master.
Switch to the master branch and make sure you are up to date:
Whether you're trying to give back to the open source community or collaborating on your own projects, knowing how to properly fork and generate pull requests is essential. Unfortunately, it's quite easy to make mistakes or not know what you should do when you're initially learning the process. I know that I certainly had considerable initial trouble with it, and I found a lot of the information on GitHub and around the internet to be rather piecemeal and incomplete - part of the process described here, another there, common hangups in a different place, and so on.
In an attempt to coallate this information for myself and others, this short tutorial is what I've found to be fairly standard procedure for creating a fork, doing your work, issuing a pull request, and merging that pull request back into the original project.
Just head over to the GitHub page and click the "Fork" button. It's just that simple. Once you've done that, you can use your favorite git client to clone your repo or j