I have made some modifications to the editor and engine for internal use and I look into the best way to distribute this to the rest of my team. One thing I noticed is that when making new c++ projects based on the engine compiled from github is that it will recompile a lot of the engine source when the ‘Development’ configuration is used. I made one blank c++ project from the source compile from github and from the 4.7.6 build supplied by Epic through the launcher to compare the difference. The project from the official build does not recompile the engine source.
One thing I noticed was that the projects derived from the github source build recompile a lot of the plugins into static libs with a unique name. For example, I made a bunch of test projects in the last few weeks to prototype stuff and for every one I have a .lib file located in UnrealEngine\Engine\Plugins\2D\Paper2D\Binaries\Win64 all called [ProjectName]-Paper2D-Static.lib. The same happens with all the other plugins.
Before I distribute the modified engine to our team I would want to disable this behavior and make it behave more like the distribution from Epic. One thing I noticed is that the engine provided by Epic does not have the UE4Client/UE4Editor/UE4Game/UE4Server .Target.cs files supplied and also not the source to the programs like UnrealHeaderTool. It does have the source to the engine but not to the plugins. But I could not find any documentation of what to include and exclude.
My question is how to make a distribution of a modified version of the engine for my team that behaves similar to the one provided by Epic. What steps need to be done and are there tools/scrips available to do this?