I’m trying to build the engine from source from the UE5-main branch
Why I’m doing that is simple, I wanted to add a plugin I bought from the marketplace for a UE4 engine and adapt it to the UE5 API.
That transition was a success.
However, if I need to recompile the
intermediate folder (which I have to do a lot for my c++ project with my team), the unreal build tool wouldn’t allow it because it runs with that command:
UnrealBuildTool.exe Development Win64 -Project="D:/goh-dev 5.0/GoHDevProject.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
The -NoEngineChanges command say that the .dll and other binary and intermediate files from my plugin would have to recompile and so it gives me an error.
The entire reason of why I’m compiling unreal with the plugin is to avoid to do that. I could create a bat file that would run the following command:
UnrealBuildTool.exe Development Win64 -Project="D:/goh-dev 5.0/GoHDevProject.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
But still I’d like my team’s artists and designers to be able to just double click the
.uproject and open it.
Why, even with a clean build, are my plugin file marked as built from a different version than the engine it WAS BUILT WITH?!
Does anyone have any clue, insights or places I could check what happened? It is the last thing that is preventing me from having a nice workflow throughout the team. I’ve tried a lot of stuff like building through
RunUAT the plugin and drag and drop it in the engine, build the engine with the plugin, without it and there’s nothing that I do that would change the result.
If you’re curious here’s the command I run to build the engine:
Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean -set:WithWin64=true -set:WithLinux=false -set:WithServer=true -set:HostPlatformDDCOnly=false -set:WithWin32=false -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinuxArm64=false -set:WithPS4=false -set:WithXboxOne=false -set:WithSwitch=false -set:WithLumin=false -set:WithLuminMac=false -set:WithHoloLens=false
At the begining here is what it tells me it uses as SDK for the unrealbuildtool, UAT, buildgraph and so on:
Using bundled DotNet SDK
And when building the editor
Running: D:\unrealprojectfive\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe UnrealEditor Win64 DebugGame -Manifest=D:\unrealprojectfive\Engine\Intermediate\Build\Manifest.xml -nobuilduht -NoHotReload -xgeexport -NoUBTMakefiles -nobuilduht -precompile -allmodules -log="D:\unrealprojectfive\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealEditor-Win64-DebugGame_2.txt" Win64 using Manual SDK 10.0.19041.0
If I disable the plugin, compile the game by double clicking the
.uproject, and then activate the plugin, everything works fine, I use the plugin in all it can gives me and it doesn’t crash and works really well on UE5. The real issue are the .dll files marked as dirty or something, forcing the project to not compile.
Thank you to anyone wishing to help or give guidance