How do I build GitHub 5.0 branch with Visual Studio 2019?

The README for github says that I need Visual Studio 2019.
This is all groovy – I’ve been using this for a while.
However, when I pull the latest 5.0 branch, run Setup.bat, and then GenerateProjectFiles.bat, I get an error about the v141 version of libprotobuf.lib not being available.
v141 is the 2017 version of Visual Studio.
(Version v142 of this library exists and is fetched by vcpkg, as I would expect)

D:\UE5>GenerateProjectFiles.bat
Setting up Unreal Engine 5 project files...
Using bundled DotNet SDK
Building UnrealBuildTool...
Log file: D:\UE5\Engine\Programs\UnrealBuildTool\Log_GPF.txt

Some Platforms were skipped due to invalid SDK setup: Mac, IOS, Android, Linux, LinuxArm64, TVOS.
See the log file for detailed information

Binding IntelliSense data...
WARNING: Exception while generating include data for UnrealEditor: Unable to instantiate module 'Protobuf': System.IO.DirectoryNotFoundException: ThirdParty\vcpkg\Win64\x64-windows-static-md-v141\protobuf_x64-windows-static-md-v141
            at UnrealBuildTool.ModuleRules.AddVcPackage(String PackageName, Boolean AddInclude, String[] Libraries) in D:\UE5\Engine\Source\Programs\UnrealBuildTool\Configuration\ModuleRules.cs:line 1432
            at Protobuf..ctor(ReadOnlyTargetRules Target) in D:\UE5\Engine\Source\ThirdParty\Protobuf\Protobuf.Build.cs:line 23
         (referenced via allmodules option -> MLDeformer.Build.cs -> NeuralNetworkInference.Build.cs -> ONNXRuntime.Build.cs)
Binding IntelliSense data... 100%
Writing project files... 100%

Is this an expected diagnostic? Why isn’t the project up to date with VS 2019?
Note that you can’t even download 2019 from Microsoft anymore – now, they only allow you to download 2022…

I use 2022 without problem. Use “GenerateProjectFiles.bat -2022”
Also make sure MSVC v142 is installed I got all kind of problem with v143.

Separately, I apparently have to have the Android NDK installed, even though I don’t want to build for Android, because VR builds for Oculus which requires android, and this dependency is not discovered by setup:

39>Log file: D:\UE5\Engine\Programs\UnrealBuildTool\Log.txt
39>Using 'git status' to determine working set for adaptive non-unity build (D:\UE5).
39>Invalidating makefile for UnrealEditor (UHT files changed)
39>UnrealBuildTool : warning : Module 'OculusEditor' is not usable without module 'AndroidRuntimeSettings', which is not valid for this target.
39>Building UnrealEditor and ShaderCompileWorker...
39>Using Visual Studio 2019 14.29.30140 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
39>Building 6 actions with 6 processes...
39>[1/6] Compile Module.AndroidRuntimeSettings.cpp
39>D:\UE5\Engine\Source\Runtime\Android\AndroidRuntimeSettings\Classes\AndroidRuntimeSettings.h(11): fatal error C1083: Cannot open include file: 'AndroidRuntimeSettings.generated.h': No such file or directory
39>[2/6] Compile Module.OculusEditor.cpp
39>D:\UE5\Engine\Source\Runtime\Android\AndroidRuntimeSettings\Classes\AndroidRuntimeSettings.h(11): fatal error C1083: Cannot open include file: 'AndroidRuntimeSettings.generated.h': No such file or directory
39>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "..\..\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
39>Done building project "UE5.vcxproj" -- FAILED.```

Thanks for the note! v142 is what I use, that’s 2019.

I’m starting to think that this Protobuf diagnostic is just one of those things we’re supposed to be trained to ignore, like boiling frogs, or something.

I’d love it if someone on the Unreal team actually fired up a fresh Windows install (or VM) and followed their own instructions once in a while, and then fixed up the instructions for whatever doesn’t work. That would be a good use of time IMO!

I`m not getting those errors maybe because I have actually all the libraries need to build the whole thing, even IOS.