We are trying to build the editor + game code for content creators using the provided build script BuildEngineAndTools.xml using UAT. We manage to build and copy the exe’s & DLL’s to \LocalBuilds\UE4EditorBinaries. But when running UE4Editor.exe in LocalBuilds it fails to start because the “RealShaderDirectory” (see ShaderCore.cpp row 1350) fails to point out the shaderdirectory.
Now to my question - is it possible to build the editor and run it without an engine installed on the given machine (i.e. without no shader directory). Our goal is to provide an exe that boots up the editor (game code included) without having to deal with installed engines or source engine.
Command:
.\Engine\Binaries\DotNET\AutomationTool.exe BuildGraph -Script=“[PATH_TO_XML]/BuildEditorAndTools.xml” -Target=“Copy To Staging Directory”