You should be able to accomplish this by using the Unreal Frontend, located by using this route: Unreal Engine\4.4\Engine\Binaries\Win64. In that folder you should be able to find the Unreal Frontend Application. Double click to open it and under the game launcher tab, Select the Build option and you should be able to build that way.
Well, not sure if that will work for me. I need to be able to run the CookCommandlet each time an asset gets imported through our pipeline and have it cook the asset (SkeletalMesh, Materials, PhysicsAsset, Anims, Textures, etc) for each platform we support. These assets are stored in the cloud and downloaded at runtime, so we cook them outside of our main project.
I currently have the CookCommandlet producing the cooked content for Windows, WindowsNoEditor and Android when I run it from windows, but I will probably be running this from our Mac Servers.
Can the CookCommandlet cook content for all platforms? Are there limitations based on which platform you run the CookCommandlet on?
That indicates that the platform support isn’t compiled. I assume you are using a launcher build, and not GitHub. We don’t supply all platforms in the binary build for all configurations. If you get a GitHub build, install the SDKs, generate projects, and build Win64, you will be able to cook for everything from Windows.
We haven’t really done much Mac cooking from Windows, but I can’t think of a reason it wouldn’t work.
Did you build the editor after installing Emscripten? UnrealBuildTool will look to see what you have installed when deciding what to compile. The UEBuildHTML5.cs function HasRequiredManualSDKInternal() will give an indication what it’s looking for.