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[TOOL] Create your own binary build for your team

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  • started a topic [TOOL] Create your own binary build for your team

    [TOOL] Create your own binary build for your team

    I just made a small app that can help you build binary version of UE4 from source build.



    Download (with source): http://wp.me/p2fInN-rW
    Last edited by ryanjon2040; 06-11-2019, 06:23 AM. Reason: Update screenshot.

  • replied
    hometask Custom output is only enabled for custom engine build xml files.

    For V-Ray error, I'm sorry I've no idea about that since I don't use V-Ray.

    Leave a comment:


  • replied
    Hi Ryan!

    Awesome tool, very cool!

    If you mind helping with several issues:

    1. How to set custom output (like on your screenshot), mine is greyed out?

    Click image for larger version  Name:	out1.jpg Views:	1 Size:	59.7 KB ID:	1629378

    2. I am struggling to re-complime UE4 after I installed V-ray for Unreal.
    Initial topic: https://forums.unrealengine.com/deve...2-vray-4-12-00

    However, with your tool the errors are somewhat same, maybe you can give an advice?

    Click image for larger version  Name:	err1tool_resize.jpg Views:	1 Size:	549.1 KB ID:	1629379

    Thank you.

    Leave a comment:


  • replied
    Incremental builds shouldn't take that much time. A full rebuild happens when you have clean option enabled.

    Leave a comment:


  • replied
    is it normal for this to rebuild the entire thing all the time?

    Leave a comment:


  • replied
    Cool, thanks!

    Leave a comment:


  • replied
    Yes, this works with 4.22.
    It should continue to work for future versions up until the unreal build tool changes somehow.

    Leave a comment:


  • replied
    Does this work with 4.22? And I guess we have to run Setup.bat first, so there's no reliable way to prevent downloading binaries for platforms we don't want (without potentially breaking things later)?

    This could be a great help for people!

    ​​​​​​​

    Leave a comment:


  • replied
    Ok, thank you for the reply.

    Leave a comment:


  • replied
    Originally posted by JohnADaniels View Post
    Hello, I have a question that hopefully you can answer.
    I I started using the unreal editor a little over a year ago, I have been using it almost everyday and love it. When I started developing I had read a Unreal article that said you can use the Unreal Engine to make PS4 games. In the article it showed how you would click file, package product, and then choose PS4.

    Now that I'm about 75% done with my project I contacted Sony and was able to get a development license and then contacted unreal and was able to get the PS4 SDK. I thought that you could install the SDK into the binary launch version of unreal and then simply choose file, package product, PS4. But after reading all the documentation it now sounds like that is totally not the case and that you will also create a source file or build and get that all setup and then somehow connect the current binary game to that build in order to create the PS4 file.

    In 2014 there was an article that said they were working on a PS4 binary version but I have not seen any other information on that, do you know if they're working on a PS4 binary version that works with the launcher, or do you know if the tool that you made makes this whole process easier. I really wish they just had the file package and then choose PS4 vs happened to set up a whole new I r Unreal Engine setup.
    Wish I could help you but I don't own a PS4 license. I'd suggest you post on PlayStation 4 Development section to get help faster.

    Leave a comment:


  • replied
    Hello, I have a question that hopefully you can answer.
    I I started using the unreal editor a little over a year ago, I have been using it almost everyday and love it. When I started developing I had read a Unreal article that said you can use the Unreal Engine to make PS4 games. In the article it showed how you would click file, package product, and then choose PS4.

    Now that I'm about 75% done with my project I contacted Sony and was able to get a development license and then contacted unreal and was able to get the PS4 SDK. I thought that you could install the SDK into the binary launch version of unreal and then simply choose file, package product, PS4. But after reading all the documentation it now sounds like that is totally not the case and that you will also create a source file or build and get that all setup and then somehow connect the current binary game to that build in order to create the PS4 file.

    In 2014 there was an article that said they were working on a PS4 binary version but I have not seen any other information on that, do you know if they're working on a PS4 binary version that works with the launcher, or do you know if the tool that you made makes this whole process easier. I really wish they just had the file package and then choose PS4 vs happened to set up a whole new I r Unreal Engine setup.

    Leave a comment:


  • replied
    Updated to 1.1:

    Added support for custom build xml file.
    User can now stop the build.
    Added status label that shows number of errors/warnings and time elapsed after build.
    Minor code refactoring.
    Grab it here: https://github.com/ryanjon2040/UE4-B...ilder/releases

    Leave a comment:


  • replied
    It looks like in 4.19 "EnableSymStore" was changed to "EmbedSrcSrvInfo". I changed all references of the former to the latter and it got me past the error I was having. I definitely don't know much about these systems though, so I could be missing something.

    Leave a comment:


  • replied
    Do you support Build Graph ?
    I try to do CI, and reduce ue4 source size.
    I download source from github, and start with this command : ./RunUAT.sh BuildCookRun -project=/myproject.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompileeditor -utf8output -server -serverplatform=Linux -noclient -build -cook -unversionedcookedcontent -compressed -stage -package -cmdline=" -Messaging" -addcmdline="" -compile
    without launch setup.sh script.
    I have a lot of missing librairie error and useless librairie too. (with UAT tool)
    So I think I must use a custom build engine (Linux) to cook my project
    Am I wrong ?

    Leave a comment:


  • replied
    I'm curious about the "clean" option. It was my assumption that if this was unchecked, it wouldn't rebuild the whole engine, and as I already had it built, it would go through the process faster and end up copying everything over to LocalBuilds within a couple minutes. However, it starts the whole build process from scratch, even if that is unchecked.

    [edit]

    I guess the right question here is, is there any way to have this tool just copy the built version files over, without doing any compilation? I'm still trying to master the build system and I've poured over a lot, but haven't found a fool-proof way to zero in on simply copying stuff over. I'm about to do it manually, but my goodness... That will be a headache, and way too much room for error!
    Last edited by Derjyn; 05-01-2018, 11:21 PM.

    Leave a comment:

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