4.7.3 can not disable xge

Hi guys,

I have post a bug report at:

I want to disable xge but it seems not works.
1, i add this to Epic Games\4.7\Engine\Saved\UnrealBuildTool\BuildConfiguration.xml

<?xml version="1.0" encoding="utf-8" ?><Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
	<BuildConfiguration>
		<bAllowXGE>false</bAllowXGE>
	</BuildConfiguration>
</Configuration>

but it not works.
2, i direct modify Epic Games\4.7\Engine\Programs\UnrealBuildTool\BuildConfiguration.xml
it not works too…

3, C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\UnrealBuildTool have a config file, but it’s empty like the one which in Saved directory.

There are four possible location for this file:
a. UE4/Engine/Programs/UnrealBuildTool
b. UE4/Engine/Programs/NotForLicensees/UnrealBuildTool
c. UE4/Engine/Saved/UnrealBuildTool
d. My Documents/Unreal Engine/UnrealBuildTool

The UBT is looking for it in all four places in the given order and
overrides already read data with the loaded ones, hence d. has the
priority. Not defined classes and fields are left alone.

the package action still using xge
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.RunXGE: Running XGE *******
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe “C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE4Launcher+Epic+Games+4.7\UAT_XGE.xml” /Rebuild /MaxCPUS=200
MainFrameActions: Packaging (Windows (64-bit)): xgConsole:
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: -----------------------------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: Xoreax Grid Engine Console 5.0 (build 1496)
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: Copyright (C) 2001-2013 Xoreax Software Ltd. All rights reserved.
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: -----------------------------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): xgConsole:
MainFrameActions: Packaging (Windows (64-bit)): xgConsole:
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: Initializing…
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: --------------------Project: Env_0---------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: ** For NetTest01-Win64-Development
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: NetTest01.exe
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: LINK : fatal error LNK1181: cannot open input file ‘F:\UE4Launcher\Epic Games\4.7\Engine\Binaries\Win64\UE4Game-Redist-DesktopPlatform.lib’
MainFrameActions: Packaging (Windows (64-bit)): xgConsole:
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: Error executing C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\amd64\link.exe (tool returned code: 1181)
MainFrameActions: Packaging (Windows (64-bit)): xgConsole:
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: ---------------------- Done ----------------------
MainFrameActions: Packaging (Windows (64-bit)): xgConsole:
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: Rebuild All: 0 succeeded, 1 failed, 0 skipped
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 2.5096791s to run xgConsole.exe, ExitCode=1
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.RunXGE: XGE did not succeed *******

Cheers
Omega

update: disable xge is worked in vs2013 (press F7). but package action is still using xge even disabled in config.

one more thing: incredibuild in vs2013 should press F7(vs build solution) not ctrl + alt + 8(indredibuild’s build solution).

F7 will call incredibuild after inited, but direct use incredibuild will failed.

I have uninstalled incredibuild, package action not use xge now. but still build failed …

This is a sad story~~

MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: F:\UE4Launcher\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe NetTest01 Win64 Development  F:\UE4_levels\NetTest01\NetTest01.uproject  -noxge -rocket -NoHotReloadFromIDE
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Parsing headers for NetTest01
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Reflection code generated for NetTest01
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 6 actions (4 in parallel)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: GameLogic.cpp
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: NetTest01PlayerController.cpp
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: NetTest01.generated.cpp
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: GamePlayer.cpp
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: MyHUD.cpp
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: [6/6] Link NetTest01.exe
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file 'F:\UE4Launcher\Epic Games\4.7\Engine\Binaries\Win64\UE4Game-Redist-DesktopPlatform.lib'

It is not a problem now.

How did you fix it? I’m getting this same thing on 4.8.

Hi paragonx9,
Sorry for the late, Incredibuild is not necessarily disable, can not open input file Game-Redist-DesktopPlatform.lib is a problem in UE4. An epic staff said that they found this problem, but their inner version works well.

So i have given up. :frowning: