How to, custom engine build and team distribute

This is my scenario:

We are a small team working on a small game: C++ project (github as repository/control version), 1 programmer , 1 music producer using FMOD (right now as a project plugin), 3 artists .

I have read many posts, documentation and some tutorials, but it is not totally clear to me what the process I should do is, or if I am doing it right… I am quite confused, but eager to learn :slight_smile:

What I was doing:

  • programmer: project with FMOD as plugin and visual studio to work (works OK)
  • music producer: project with FMOD… and I asked him to download all 36GB of visual studio to avoid the message :frowning: (works OK)

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  • For the other 3 artists I would really like to avoid them having to download visual studio to be able to work without problems

From here, as far I know, I have some ways:

  1. Build a custom editor (FMOD included) and distribute it among team members (download 5.3 evrsion from github and compile as described in docs I suppose…)
  2. Ask artists to download 36gb of visual studio
  3. Distribute the project with the dll files? I am very confused about this and I didnt find any more information (beside a reddit post)
  4. I have just read a new from Microsoft about Visual Studio + Unreal 5.4 , where from there, you will not need a visual studio solution anymore so… ??

I ask you guys for help, clues or any direction to point my ‘research’ . Anything is welcome, I want to learn but I am quite lost…

Thank you in advance!!

1 Like

If you do not going to modified the Plugin, just put it inside “Engine/Plugins/FMOD” folder of your Source engine code, run GenerateProjectFiles.bat to generate all needed files and Compile the engine as Installed Build so you can distribute to your friends.

To make an Install build of the engine open a windows cmd.exe
go to the root folder of the engine source where Setup.bat is located.
Write this command.

Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithAndroid=true -set:GameConfigurations=Development;Shipping;Debug -set:BuiltDirectory="D:/UE5.3/"

The final product when it finish will be in D:/UE5.3/Windows.

This will build the Editor for Windows64 and the binaries to package for Android x64 and Windows64.

Thanks for the reply!

From the FMOD support forum, one of the options that they advised me, was that the artists only download the Visual Studio Build tools (7GB) to avoid rebuilding the engine…

(FMOD plugins inside project instead inside engine folders) Could this be a faster/more comfortable option?

https://fmod.com/docs/2.02/unreal/user-guide.html#installing-the-integration

thx!

I gave you the 1 Option, build the engine with the Plugin already integrated and distribute to your artists, they dont need to install anything, just your Unreal build with everything ready.