Current advice for distributing custom engine builds to team without recompiling?

Turns out my quotation marks from the above weren’t valid, so the argument parser wasn’t seeing the commands properly. I’ve got that all sorted now.

Currently running with:

Which starts everything up as expected, however there is one problem; the build processes that this starts all ignore the BuildConfiguration.xml properties I’ve set, and you can’t pass anything in to these processes because the Automation Tool starts them for you. I really need

to be accepted into the build process. The BuildConfiguration.xml file is read when doing builds manually, and for me lives in %AppData%\Roaming\Unreal Engine\UnrealBuildTool, but I’ve also put a copy in Engine\Saved\UnrealBuildTool. I know you can also put one in the Documents folder, which will override these, but I have none there.

These files work 100% for normal builds triggered via Visual Studio, but are completely ignored when builds are started internally via BuildGraph/Automation Tool, it seems.

Any ideas?