Hey, I’m looking for guidance on versioning distributed engine versions
We’re currently using an installed engine build using the BuildGraph instructions here: https://dev.epicgames.com/documentation/en\-us/unreal\-engine/installed\-build\-reference\-guide\-for\-unreal\-engine
But this installed engine build doesn’t have a valid CL (0), which causes all of our assets to save with empty version, and then our builds get flooded with “Asset [X] has been saved with empty engine version” warnings
There’s an Update Version Files step in the BuildGraph, but it seems to be excluded for installed engine builds (Unless I’m misunderstanding the BuildGraph flow)
<Aggregate Name=“HostPlatforms_Win64” Label=“Builds/Win64” Requires=“Make Installed Build Win64” Exclude=“Update Version Files”/>
We build the installed engine build using:
“/Engine/Build/BatchFiles/RunUAT.bat BuildGraph -target=`“Make Installed Build Win64`” -script=`“Engine/Build/InstalledEngineBuild.xml`””
Is there something we’re missing in the build graph set up which would allow us to set an engine version? Additionally, should we be marking the engine as a licensee version when building our own distributed engine version?
There’s documentation here that talks about an UpdateLocalVersion commandlet, is the idea that we run that before running the Make Installed Build BuildGraph command?
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