I’m curious if when building UE5 from source with the console extensions should these extensions be pushed to my forked GitHub repo? I’m assuming yes so that other team members can build UE5 on their machines from this branch, or can I build the engine with the extensions, and then simply share the built UE5 from source?
Hey thanks for following up. I’m about to run this. Once UE5 compiles. Does it make sense to not enable console platforms on MacOS since those SDKs are not available on Mac, and just build Mac with the standard extensions. Actually in that case it’s probably best to just used the Epic Launcher release?
Console extensions are for building to Xbox, PlayStation, etc. Hey UE5 built successfully, but it took 10 hours!!! I have an AMD Ryzen 9 5900X. Not the beefiest thing, but wow
Anyway thanks for the help. I’ll now give the Installed Build a shot.
omg. the speed of compilation depends on a ton of factors. specially how much ram is available (and not used by other programs). hard drive speeds. and more stuff. i think maybe an antivirus could affect considerably but i wouldnt recommend disabling it, though you could exclude the folder temporarily.
if my answer solved your issue, consider marking it as a solution
Hey thanks for the help. I’m not sure this worked just yet, but it’s absolutely NOT your fault. I just don’t necessarily know what I’m doing just yet. After building the engine (5.6.1 release) from source with the proper extensions. I’m still unclear on how to create the installed build. I keep getting an error when trying to build it (the installed build)
Chatgpt doesnt know most of the time. It will help if you upload the logs instead of a screen of its hallucinations.
Though, lucky for you ive seen that response before. There’s a problem in ue that got updated recently with a library. You can find it in the forums. If you pull the changes from github again it should wonk. You need to rerun setup and generateprojectfiles probably.
As for the plugins:
As for anything involving 3rd parties and even 1st parties sometimes. Theres no warranty of anything. So i cant answer.
You can, however copy a plugin from the launcher to the source. Youll have to make sure its the same version. Maybe it works.
Also it would help if you detail the steps you took to moke the instaled, and when it fails. And the error it outputs. If you can upload the whole log instead of redacting it, all the better. And its better if its a textfile than a screenshot.
What could I be doing wrong. It seems to be detecting my devkits, but it won’t detect the SDKs. I’ve checked a million times the correct SDKs are installed, have spent countless hours rebuilding UE5 from source with the platform extensions and plugins I use.
But that didn’t seem to work. When I try to install the sdk, from within the editor it always fails, and the fail message doesn’t seem very helpful.
Keep in mind I have also installed the SDKs for each platform as well as placed the SDK files on a local network share where they should be pulled from if necessary using Turnkey, but I’ve not been successful. The documentation is unfortunately lacking.
After days of digging, I finally found the root cause:
The issue comes from the NuGet vulnerability warnings (Magick.NET-Q16-HDRI-AnyCPU 14.7.0 and related packages). Unreal’s AutomationTool treats warnings as errors, so the build fails.
Fix:
Open the solution in Visual Studio 2022
Go to Tools → NuGet Package Manager → Manage NuGet Packages for Solution (tick show only vulnerable checkbox)
Look for packages marked with a (in my case:
Automation
AutomationTool
Gauntlet.Automation)
Update them to a non-vulnerable version (e.g. 14.8.1)