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 followed the Installed Build documentation to created the installed build. [https://dev.epicgames.com/documentation/en-us/unreal-engine/create-an-installed-build-of-unreal-engine]
- There are currently NO engine changes.
- I ran the Unreal Version Selector before creating the installed build in-case that helped (it did not).
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!