"C:\GitHub\UnrealEngine\Engine\Build\BatchFiles\Build.bat" UE4Game Win64 Development
This worked, it recompiled the full engine. So my thought here is that calling the UnrealBuildTool with a target that doesn’t exists locally produce an error. I have no idea why during the Rocket Beta it was working globally and not now anymore…
Or maybe it’s because I use the engine version I compiled myself ?
The only other thing I can think of is t try running the UnrealBuildTool from the Unreal Engine directory.
This is how I have it setup in the batch file:
echo Switching to Unreal Engine directory...
pushd "C:\Program Files\Unreal Engine\4.0"
echo Now in "%CD%"
if not exist .\Engine\Binaries\DotNET\UnrealBuildTool.exe goto Error_NoUnrealBuildTool
echo Running UnrealBuildTool...
.\Engine\Binaries\DotNET\UnrealBuildTool.exe %PROJECT_NAME%Editor Win64 Development "%PROJECT_DIR%\%PROJECT_FILE%" -rocket
This definitely works with a the binary build of Unreal Engine 4.
Not sure if it will work with a custom build.
I’ll have to try it myself.
Converting this to a comment since it didn’t answer it for you (yet).
I just tried that and it still doesn’t work. I switched to the binary build too just in case. I still get the same problem. It’s like the compiler can’t find my “ExilEditor.Target.cs” which is properly defined inside the “Intermediate\Build\BuildRules\ExilEditorModuleRulesSourceFiles.txt”. :\
I copied the line from the NMake settings of my Visual Studios project, so I can’t see why I would have made a mistake like that (which was what Epic Games developers recommended me during the Beta). By the way, your suggestion doesn’t work, the configuration name is not recognized at all.
It does appear that your project files are stale. Since you upgraded have you had a chance to regenerate the project files. ExilEditor, unless you specifically named your project that, should not exist. instead you should have one project file for your game, and separate configurations.
In my case, I have
and in configurations i have