Creating Installed Build of Source Engine leaves absolute paths in Binary files.

Hey,

I’m having issues distributing an installed (compiled from binaries) version of our source engine. Whenever I create the Installed Build, it leaves the absolute path to the source engine location in all of the binary files. So when I distribute the Engine to other PC’s whenever a dll needs the engine location the engine crashes. We’re able to compile and launch the editor and game project, but loads of features are crashing the engine.

I’m running the build from the following batch script.

@echo off
setlocal

set /p VERSION_NAME=Provide a Version Name for the LocalBuilds directory? (e.g. 5.6.0.0): 

call %~dp0Engine\Build\BatchFiles\RunUAT.bat BuildGraph -script=Engine/Build/InstalledEngineBuild.xml -target="Make Installed Build Win64" -nosign -set:GameConfigurations=Development;Shipping -set:WithWin64=true -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithDDC=false -set:WithLinuxArm64=false -set:BuiltDirectory=LocalBuilds\%VERSION_NAME% -clean

if %ERRORLEVEL% NEQ 0 (
    echo ERROR: Failed to build the Unreal Engine project.
    pause
    exit /b %ERRORLEVEL%
)

call %~dp0Engine\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development

if %ERRORLEVEL% NEQ 0 (
    echo ERROR: Failed to compile ShaderCompileWorker.
    pause
    exit /b %ERRORLEVEL%
)

echo.
echo Build completed successfully.
echo You can find the installed build in the LocalBuilds directory.
echo.
endlocal
pause

Any help is appreciated, thanks!