Epic Self Publishing - How to add Common Redistributables

If you don’t have the C++ source build installed, you will most likely have to go through this process outlined in the documentation:

Batch Script

If the preferred methods outlined above do not work for your product, you can use a batch file to conditionally check for the prerequisites being installed before passing through to your application.

While this method is straightforward to develop and offers flexibility, there are considerations. With this method, a Command Prompt window flashes briefly when users access your game from the Epic Games Launcher. Additionally, during a slow installation (longer than five minutes), your exchange code may expire before it is passed onto the application causing the product to be relaunched.
Process

To use this method, create a batch file to use as your executable as specified in BuildPatchTool. This batch file must check for the prerequisites, then forward the command line arguments to your application.

Example

The following batch file is a hypothetical UE3 title that requires the UE3Redist.exe installer to run on the user’s machine. The file is set up to run from the Binaries directory and includes the UE3Redist.exe installer in a Windows subdirectory.

reg query HKEY_CLASSES_ROOT\Installer\Products\70140BF22CB7C94419A535B0925B0EEF

    if %ERRORLEVEL% EQU 0 goto LAUNCH_UE3_GAME

    .\Windows\UE3Redist.exe

    :LAUNCH_UE3_GAME
    UE3Game.com %*

The BuildPatchTool setup for this is as follows:

BuildPatchTool … -mode=PatchGeneration -FeatureLevel=Latest -AppLaunch="Binaries\UE3Game.bat" …