How to change the executable name when using the Lyra sample as a starter project.
https://dev.epicgames.com/community/learning/tutorials/r44D/unreal-engine-changing-the-lyra-executable-name
1 Like
Could not get this to work.
Followed all steps up to rebuilding the project. Build tool pushes this error:
Using bundled DotNet SDK version: 6.0.302
Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" -projectfiles -project="E:/Unreal/MyGame/MyGame.uproject" -game -engine -progress -log="E:\Unreal\MyGame/Saved/Logs/UnrealVersionSelector-2024.04.10-14.26.47.log"
Log file: E:\Unreal\MyGame\Saved\Logs\UnrealVersionSelector-2024.04.10-14.26.47.log
Log file: E:\Unreal Engine\UE_5.1.1_Build\Engine\Programs\UnrealBuildTool\Log_GPF.txt
Some Platforms were skipped due to invalid SDK setup: Mac, IOS, Android, Linux, LinuxArm64, TVOS.
See the log file for detailed information
Discovering modules, targets and source code for project...
Compiling GameFeaturePlugins in branch ++UE5+Release-5.1
Not expecting project E:\Unreal\MyGame\Intermediate\ProjectFiles\MyGame.vcxproj to already have a target rules of with configuration name Game (LyraGameTarget) while trying to add: MyGameTarget
Persists through a full rebuild deleting non-necessary folders prior to building. Goes away and builds correctly as soon as I remove the newly added MyGame.Target.cs and MyGameEOS.Target.cs files.
I believe this happens if the target and the project share the same name. If the project name is “MyGame” then the target should be named something different (MyGameNoEOS, MyGameEOS, etc.).
Manually renaming executables won’t work with some automated workflows and non-desktop platforms. It’s far easier to just add a custom target.cs file with the desired name rather than spending more time editing build artifacts.