I will explain the entire process.
I am running the exe, crashing, debugging, and opening the dmp file on my development machine. This machine has the binary version of ue4 on it and is where I develop all of my code with visual studio. So I do have the source locally (it’s not a full representation of the engine on github, but it does have everything the binary version has). I then push my project to a git repo.
is on my build machine. It does a pull from git and then runs the following commands to build the client and server versions of the game.
"D:\UnrealEngine-4.12\Engine\Build\BatchFiles\RunUAT" BuildCookRun -project="%WORKSPACE%\FPSGame\FPSGame.uproject" -noP4 -platform=Win64 -clientconfig=DebugGame -serverplatform=Win64 -server -serverconfig=DebugGame -cook -allmaps -build -stage -pak -targetplatform=Win64 -archive -archivedirectory="D:\UE4Builds\Omniwar"
"D:\UnrealEngine-4.12\Engine\Build\BatchFiles\RunUAT" BuildCookRun -project="%WORKSPACE%\FPSGame\FPSGame.uproject" -noP4 -platform=Linux -serverplatform=Linux -server -serverconfig=DebugGame -cook -allmaps -build -stage -pak -targetplatform=Linux -archive -archivedirectory="D:\UE4Builds\Omniwar"
The D:\UnrealEngine-4.12
directory is a clone of the github version of UnrealEngine.
The resulting build files are then synced back to my development machine where I am testing the exe, triggering the crash, and opening the dmp in VS.
I hope this helps clear up any confusion on my setup.
I also have dmps from other teammates that are using entirely separate computers from any of this. So it would be nice to be able to debug those eventually too.