We’ve been investigating using UE4 at work (after quite some time on UE3) so I also downloaded it at home to do some additional “playing”. Now, at work we’ve gone the github route and use the GenerateProjectFiles batch file and rebuild everything from the engine on up. At home, since I don’t have a personal github account, I went the Epic Games Launcher route. I’ve encountered a case where I want to make a small local modification to some of the engine source, however when I did that I noticed (after a couple crashes running PIE) that there was no way to cause a rebuild of the UE4 engine binaries.
Are my only two options 1) Using the Launcher and never being able to modify the engine? or 2) scrapping the Launcher and go the github route in order to make engine modifications?
From my limited experience so far UE4 at work and at home, I’d rather be able to keep the Launcher for my home projects. I like having unique solutions for each application, which doesn’t seem like the way that the GenerateProjectFiles batch file wants to work. Overall I like the organization of the source I have now for multiple local game projects (which isn’t something that will come up much at work).
I’ve done a little searching and found the BuildGraph command for the Automated Build Tool. The only problem there is that I can’t find any good examples of what the xml file (InstalledEngineBuild.xml) should look like to get it do what I want. Also, the documentation is more about the invocation than it is about the xml format. I’m not even sure if it’s output is exactly what I want since all the discussion was about outputing to a LocalBuilds directory which isn’t quite what I want.
Thanks in advance for any help or insight.