Custom DLL not found in (Project)/Binaries/Win64 when distributing source-built engine and project

I’m trying to distribute a source-built editor along with a Project containing C++ code.

On first computer:

  1. Successfully built both the engine
    and my project’s custom C++ code
    (have a .DLL and PDB sitting in
    (Project)/Binaries/Win64)
  2. Tested,
    DLL loads fine (custom BP nodes
    visible and working in the project)
  3. Zipped the engine folder and the
    project into two separate files

On second computer:

  1. Created folders for engine
    (D:\UE4_4112_Engine) and project
    (D:(MyProject))
  2. Unzipped zipfiles
    into each respective folder
  3. In
    (Engine)/Binaries/Win64, ran
    UnrealVersionSelector.exe to
    register the newly-copied engine as
    a valid engine installation
  4. Tried to
    load the project

At this point, the second computer refuses to find the custom DLL inside (Project)/Binaries/Win64. However, it does find the DLL if I manually copy it to (Engine)/Binaries/Win64. Yet this is an insufficient solution, since everything will be moving to Perforce and I cannot have users manually copying files around.

So I have a few questions:

  1. Is this a valid process for giving the source-built engine and project to a colleague?

  2. When copying the engine and project to a destination computer, should I use exactly the same folder names and structure as exist on the source computer?

  3. Inside (Project)/Binaries/Win64/(MyProject)_VSEditor.target, I can see

    {
    “Path” : “$(ProjectDir)\Binaries\Win64\UE4Editor-(MyProject).dll”,
    “Type” : “DynamicLibrary”
    },

Is $(ProjectDir) a Visual Studio variable? How can I change this on a destination computer without rebuilding the entire engine?