I was actually trying to get EOS working but the build for the 4.27 branch failed. So to prove that my steps worked, I cloned the UnrealEngine repository, switched to 4.26-chaos, ran Setup.bat and GenerateProjectFiles.bat, and had to make one change to successfully load the Chaos Demo.
PS E:\Epic> git clone https://github.com/EpicGames/UnrealEngine UE_4.26Chaos
Cloning into 'UE_4.26Chaos'...
remote: Enumerating objects: 3219666, done.
remote: Counting objects: 100% (1365/1365), done.
remote: Compressing objects: 100% (739/739), done.
remote: Total 3219666 (delta 621), reused 1323 (delta 604), pack-reused 3218301 eceiving objects: 100% (3219666/3219666),
Receiving objects: 100% (3219666/3219666), 7.32 GiB | 16.43 MiB/s, done.
Resolving deltas: 100% (2031615/2031615), done.
Updating files: 100% (137999/137999), done.
PS E:\Epic> cd UE_4.26Chaos
PS E:\Epic\UE_4.26Chaos> git status
On branch release
Your branch is up to date with 'origin/release'.
nothing to commit, working tree clean
PS E:\Epic\UE_4.26Chaos> git checkout 4.26-chaos
Switched to a new branch '4.26-chaos'
Branch '4.26-chaos' set up to track remote branch '4.26-chaos' from 'origin'.
PS E:\Epic\UE_4.26Chaos> git status
On branch 4.26-chaos
Your branch is up to date with 'origin/4.26-chaos'.
nothing to commit, working tree clean
PS E:\Epic\UE_4.26Chaos> .\Setup.bat
Checking dependencies...
Updating dependencies: 100% (63490/63490), 11781.8/11781.8 MiB | 0.02 MiB/s, done.
Registering git hooks...
Installing prerequisites...
PS E:\Epic\UE_4.26Chaos> .\GenerateProjectFiles.bat
Setting up Unreal Engine 4 project files...
Binding IntelliSense data... 100%
Writing project files... 100%
After the Visual Studio solution loaded I had to modify DesktopPlatformBase.cpp based on this thread: [solved] upgrade c++ project from ue 4.24 to 4.25 under Linux
bool FDesktopPlatformBase::CompileGameProject(. . .)
{
// Append any other options
//Arguments += " -Progress -NoEngineChanges -NoHotReloadFromIDE";
Arguments += " -Progress";
}
A few pics: