Hi. I have compiled my project for Windows x64, chose the option to add prerequisites to it, and transfered the compiled build to a laptop without Unreal Engine installed, to test it.
It asked me about the option to install prerequisites, and accepted. Halfway in Visual C++ 2015 redistributable install, it stucked, and it didn’t advance even after 15 minutes. I restarted the prerequisites installer, and this time it finished install. However, I get an error when I try to run my game’s executable, related to a faulty Visual C++ 2015 installed component. (I don’t remember it, because I don’t have access to the laptop now)
In this case, I wish to create a custom intaller, to install prerequisites that I downloaded right from the source.
As for prerequisites, I understand that there are two needed:
Microsoft Visual C++ 2015 redistributable
( vc_redist.x64.exe ; vc_redist.x86.exe )
Download Visual C++ Redistributable for Visual Studio 2015 from Official Microsoft Download Center
** DirectX End-User Runtimes (June 2010) - offline installer**
Now I have found a free script based installer creator, Inno Setup
and this tutorial
Now the question is - what to add to the generated script in order for the installer to check if Visual C++ 2015 and DirectX runtimes exist ? If they’re installed, the installer should let user directly choose where to unpack the game. If not, it starts their intallers first, and when finished, it resumes the game install.
The installers for visual C++ and DirectX runtimes should be placed in the WindowsNoEditor folder, where is the game’s executable ?