Hey, I’m working on a python script that will examine if repository that contains customly built editor version has all required binary files. My team experience troubles after downloading newly built engine binaries. Designers receive well known message when trying to start editor from UE4Editor.exe or from our .uproject file.
“The following modules are missing or built with a different engine version.”
I found that even if we update all new dlls, BuildId mismatch in .module files between an editor and engine plugins can cause editor to stop.
Question to build system authors:
I’m looking for informations about build system results: .modules and .target.
- How does they relate to newly build dlls, how often they will change etc. ?
- What conditions should be met to be sure that our repo version is correct ?
- How does BuildId from .modules file relates to BuildId from .target file.
Validator scripts:
Here is repository with my validator script.
https://github.com/mpolaczyk/UEBuildValidator/tree/master
I already implemented scanner, it scans UE4 main repository and opens all .modules files. This data can be analysed then. I also made first check it compares editor BuildId with engine plugin BuildIds.