I know that this question has been asked before, however as far as I know the methods before 4.13 are now deprecated and the information post 4.13 seems to be vague, I’m trying to build a precompiled version of the engine, like how Epic ships it.
I tried using ‘BuildGraph’ but that just returns errors no matter what changes I make to the RunUAT.bat buildgraph stuff.
(precompiled release as in the stuff you’d find in C:\Program Files (x86)\Epic Games\4.14\Engine)
1: First you need to download/clone the source from GitHub.
2: Run Setup.bat
3: Once Setup.bat finishes run GenerateProjectFiles.bat
4: Open UE4.sln file and from Solution Explorer, right click on AutomationTool (under Programs) and select Build. This should build AutomationTool.exe successfully.
5: Now copy the below script, save it as bat and run it.
"PATH TO YOUR AUTOMATION TOOL EXE" BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithDDC=false -set:SignExecutables=false -clean
This will create a binary version of UE4 that you can distribute to your team. You can find it in UE4Folder/LocalBuilds.
Thanks! I tried both ways and it compiled into \Engine\Binaries\Win64\ and not sure if Im suppose to strip the source code to distribute or? Not much documentation.
Sorry for the late reply. You can remove the source code folder if you want to. Make sure below folders exist when distributing:
Engine*Binaries*
Engine*Build*
Engine*Config*
Engine*Content*
Engine*Documentation* (optional I guess if you don’t want rich tooltips)
Engine*Intermediate*
Engine*Plugins*
Engine*Programs*
Engine**Shaders
**
You can even remove *.pdb files if you want from Engine\Binaries\Win64 (comes around 5.5 GB or so) but then if a crash occurs they wont get an idea of what it is.
Apologies for the semi-necro but I ran into issues with this as well. Namely, no LocalBuilds folder is generated anywhere and it seems to build on top of my “normal” engine installation in {Root}/Engine/Binaries, which is less than ideal. I have made a customized InstalledEngineBuild.xml and my command is:
I’m a little confused on a couple of things when going through this thread here that maybe someone will see and can hopefully give me a little direction.
That pathway for the script mentioned in ryans first post, I’m supposed to replace that stuff inside the quotes with a full pathway link to the RunUAT.bat file where that file resides right? From root to location? Or just relative location like if i save the bat in the same folder as the engine folder will I only have to put Engine/… ?
Will running this provide me with a fully ready to zip up build of the engine? Like I can put this on my desktop and my laptop and be able to work on the same source controlled project just fine from both computers?