Announcement

Collapse
No announcement yet.

UBT and appropriate switches documentation.

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    UBT and appropriate switches documentation.

    Hello.

    Im setting up some automation for recompiling editor binaries for Artists to grab from Perforce when a code change is committed.

    Im running into issues with UBT not producing the correct Binaries and im unsure what combination of switches would be appropriate to produce the output i want.

    Code:
    "%WORKSPACE%\%PG_ENGINE_PATH%\%UNREAL_BUILD_TOOL%" %PG_PROJECT_PATH% Development Win64 -project="%WORKSPACE%\PROJECT_GENESIS\%PG_PROJECT_PATH%\%PG_UPROJECT%" -editorrecompile -progress -noubtmakefiles -NoHotReloadFromIDE -2017
    This is the command line im running. However it produces binaries for `"ProjectName"` and not `UE4Editor-"ProjectName"` and Artists are running into the out of date module dialogue.

    Is there any documentation on the switches for UBT?

    What switches should i be using instead?

    Thanks.
    Im an Moderator on UnrealSlackers Discord! Which is a Community driven group of likeminded people here to discuss UE4! Join UnrealSlackers on Discord!

    #2
    Most of those flags seem unnecessary, this is the command line we use for building the editor modules:

    Code:
    call "%BRICKADIA_UNREAL_DIR%\Engine\Build\BatchFiles\Build.bat" -waitmutex -2019 -project="%ProjectRoot%\Brickadia.uproject" -target="BrickadiaEditor Win64 Development"
    The most important difference is building for the ProjectEditor target instead of the Project

    Comment


      #3
      Ill give that a go and see how it changes the output. Thanks.
      Im an Moderator on UnrealSlackers Discord! Which is a Community driven group of likeminded people here to discuss UE4! Join UnrealSlackers on Discord!

      Comment

      Working...
      X