Hello. I love the feature that UBT will automatically use Incredibuild if present, however this is preventing me from compiling entirely right now. I am on a machine that has Incredibuild but only with a partial license that is not enough to run UBT. This is what I get when trying to build:
Distributing 63 actions to XGE
2> --------------------Build System Warning---------------------------------------
2> License required for build:
2> One of the following licenses is required in order to run this build in distributed mode:
2>
2> IncrediBuild for Dev Tool Acceleration
2>
2> This build will run in standalone mode.
2> Use the Coordinator application to allocate the appropriate license to this Agent.
2>
2> A Dev Tool Acceleration license is required in order to distribute and accelerate custom processes.
2> For a fully functional Dev Tool Acceleration evaluation license, please contact sales@incredibuild.com
2>
2> -------------------------------------------------------------------------------
2> Initializing...
You should be able to open the folder location for IncrediBuild (in the “Xoreax IncrediBuild” folder) from the start menu and select IncrediBuild Agent Settings. The first page that opens is Agent Settings - Agent - General. Here you should be able to stop the service from running.
Of course I can stop the service from running but this is a bit annoying. UE is the only program which I can’t use for incredibuild, so I would like to keep it running while disabling it in UBT.
This is an old post but I really need a solution for incredibuild, how do I use that - noxge flag? Callling it from editor or passing it as argument for UBT, and where do I fnd UBT executable?
post above: STAFF Oct 21 '16 at 5:42 PM
"You can set bAllowXGE to false in your build configuration to disable XGE.
See C:\Users%USERNAME%\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml:
If you still facing problems after you modified BuildConfiguration.XML, then do as the following :
in Visual studio, choose the project and open its properties >> configuration properties >> NMake >> preprocessor definition: select EDIT and search for (WITH_XGE_CONTROLLER) and set its value to 0. hopefully this will be it.
This approach is not suitable for the shader “XGE” compilation of the release UE4.26.1. The reason is that this configuration is a configuration file for the UBT tool(suitable for your own C++ compilation of the UnrealEngine).
In other words. This means that this switch is only suitable for switching UBT’s “XGE”(i.e., compiling C++ code), and is not suitable for turning on and off the “XGE”(Incredibuild) function of Shader compilation which is compiled in parallel after starting the Editor.