How can I compile our game modules as a developer and only deploy the resulting .dll? So that artists don’t need to compile the c++ code and especially don’t need Visual Studio.
I thought about deploying the compiled dlls to a blueprint master project. Is this possible and is this a good idea? To me it seems to be a good idea to manage the code separately.
I already tried creating/editing the .modules, .target and .uproject files, but it didn’t work. It always asks about recompiling the code as it was created with another engine version (which btw wasn’t).
So basically: Is it possible/useful to do this? How can you do this? And if not: What are the best alternatives?
Thank you very much.