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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; 12-05-2018, 07:33 AM. Reason: Updated image (v1.5)

  • 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:


  • replied
    Updated to support building of 4.19 and above.

    Leave a comment:


  • replied
    Thank you Kris . I fixed the build button greyed out just now.

    Leave a comment:


  • replied
    ryanjon2040
    Many thanks for this tool.

    I couldn't seem to restart a build without first closing the program though.
    Button would remain greyed out on an error

    Otherwise, worked as intended.
    Yay!

    Unfortunately, getting a binary build of UE4.18.2 requires a bit of fiddling.

    PDBCopy issue :
    You can find the fix here:
    https://forums.unrealengine.com/deve...un-pdbcopy-exe

    Issues with Win64 only build:
    Seems that when building a Win64 binary, it still wants to compile Win32 versions of CrashReportClient, UnrealCEFSubProcess & BootstrapPackagedGame.
    Modifying the InstalledEngineBuild.xml to remove these references fix the problem.
    While I was there, I also removed (well, commented out) references to HTML5, IOS and PS4, just in case.
    If you were building for all platforms, this probably would be an issue, but for me, ...

    FASTBuild:
    I thought I'd try giving FASTBuild a go for a while.
    Binary building process appeared to work with it just fine.

    Hope this helps someone in future.

    Leave a comment:


  • replied
    So i fixed PDBCopy with a fresh install of VS 2015 on a different computer, but i got this error on the binary build, any ideas?


    ParallelExecutor.Execute: UE4Game-Win64-Shipping.exe
    ParallelExecutor.Execute: Creating library C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Binaries\Win64\UE4Game-Win64-Shipping.lib and object C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Binaries\Win64\UE4Game-Win64-Shipping.exp
    ExceptionUtils.PrintExceptionInfo: ==============================================================================
    ExceptionUtils.PrintExceptionInfo: ERROR: BUILD FAILED: failed, retries not enabled:
    ExceptionUtils.PrintExceptionInfo: while executing <Compile Target="UE4Game" Configuration="Development" Platform="Win64" Arguments="-precompile -nodebuginfo" AllowXGE="True" AllowParallelExecutor="True" Tag="#UE4Game Win64" />
    ExceptionUtils.PrintExceptionInfo: while executing <Compile Target="UE4Game" Configuration="Shipping" Platform="Win64" Arguments="-precompile -nodebuginfo" AllowXGE="True" AllowParallelExecutor="True" Tag="#UE4Game Win64" />
    ExceptionUtils.PrintExceptionInfo: at Engine\Build\InstalledEngineBuild.xml(163)
    ExceptionUtils.PrintExceptionInfo: (see C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
    ExceptionUtils.PrintExceptionInfo:
    ExceptionUtils.PrintExceptionInfo: AutomationException: BUILD FAILED: failed, retries not enabled:
    ExceptionUtils.PrintExceptionInfo: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest) in C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 1497
    ExceptionUtils.PrintExceptionInfo: at AutomationTool.CompileTaskExecutor.Execute(JobContext Job, HashSet`1 BuildProducts, Dictionary`2 TagNameToFileSet) in C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Source\Programs\AutomationTool\BuildGraph\Tasks\CompileTask.cs:line 154
    ExceptionUtils.PrintExceptionInfo: at AutomationTool.Node.Build(JobContext Job, Dictionary`2 TagNameToFileSet) in C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Source\Programs\AutomationTool\BuildGraph\Node.cs:line 197
    ExceptionUtils.PrintExceptionInfo: at AutomationTool.BuildGraph.BuildNode(JobContext Job, Graph Graph, Node Node, TempStorage Storage, Boolean bWithBanner) in C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.cs:line 685
    ExceptionUtils.PrintExceptionInfo: at AutomationTool.BuildGraph.BuildAllNodes(JobContext Job, Graph Graph, TempStorage Storage) in C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.cs:line 614
    ExceptionUtils.PrintExceptionInfo: at AutomationTool.BuildGraph.Execute() in C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.cs:line 421
    ExceptionUtils.PrintExceptionInfo: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 558
    ExceptionUtils.PrintExceptionInfo: at AutomationTool.Automation.Process(String[] Arguments) in C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 528
    ExceptionUtils.PrintExceptionInfo: at AutomationTool.Program.MainProc(Object Param) in C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Source\Programs\AutomationTool\Program.cs:line 132
    ExceptionUtils.PrintExceptionInfo: at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 708
    ExceptionUtils.PrintExceptionInfo: at AutomationTool.Program.Main() in C:\Users\Administrator\Downloads\UnrealEngine-Blast-4.18\Engine\Source\Programs\AutomationTool\Program.cs:line 62
    ExceptionUtils.PrintExceptionInfo: data: EpicGames.Context = System.Collections.Generic.List`1[System.String]
    ExceptionUtils.PrintExceptionInfo: ==============================================================================
    Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)

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  • replied
    I'm facing this PDBCopy.exe issue aswell, visual studio paths for me dont look anything like the above paths you posted RyanJon

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  • replied
    Originally posted by Derjyn View Post
    While this might have been fancy in it's time, I simply couldn't get this tool to work. From what I can gather, it's a GUI front end for RunUAT.bat, running a BuildGraph script. The PDBCopy issue will still need to be solved, but take a gander at this very helpful article: http://jackknobel.com/BuildGraph/Bui...installed-ue4/
    Recently I formatted my PC and faced the same PDBCopy issue. I think UE4 still checks for PDBCopy for VS2015. Here are the PDBCopy.exe locations on my PC. If its there in these locations you shouldn't face PDBCopy.exe issue.

    Leave a comment:


  • replied
    While this might have been fancy in it's time, I simply couldn't get this tool to work. From what I can gather, it's a GUI front end for RunUAT.bat, running a BuildGraph script. The PDBCopy issue will still need to be solved, but take a gander at this very helpful article: http://jackknobel.com/BuildGraph/Bui...installed-ue4/
    Customize your builds with the BuildGraph scripting system.

    Leave a comment:

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