How to make EpicGamesLauncher know that I already have UE5.0.2 built from source?

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I have built UE5.0.2 from source and everything is working great!
Now I want to get some marketplace assets but the launcher don’t recognize my UE5.0.2 build.

My “dumb fix” for this problem is:

  • Rename my Source folder (C:\Unreal\UE_5.0_source)
  • Install the UE5.0.2 from Launcher (C:\Unreal\UE_5.0),
  • Move overwrite everything from Source folder to Launcher folder (Move C:\Unreal\UE_5.0_source > C:\Unreal\UE_5.0).

For the Launcher, the main diference from “UE5.0.2 Launcher’s Binary Folder” to “UE5.0.2 Source Build Folder” is .egstore folder (105MB + 1 Registry Key), so to get this 105MB of “EGS Launcher folder validation”, I need to download and install 40+GB of engine binary? And every engine update or patch do everything again?

I believe this is a massive waste of time and bandwidth. All that is needed is a “+ Add Source Build Folder” at Unreal Engine Library tab in EGS Launcher to save everyone a lot of trouble.

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The lack of support here is insane. Guess they need you to pay $90/m first. But yeah that’s the fix. Edit registry would work as well.

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What’s the benefit of having it show up in the launcher anyway? Sure you’d have a central place that allows you to launch all your versions. Not sure how many you have but for me it’s rarely more than two (e.g. 4.26 and 5.2 currently). You probably don’t want the custom version to be updated through the launcher either especially if you have custom changes in your engine.

If your working on a specific project the typical workflow would be to open that project directly. So you almost never need to launch into the “Unreal Project Browser”. And for any .uproject file you can right-click it and run “Switch Unreal Engine version…” from the context menu then select the installed or source build you want.

Downloading marketplace plugins would be nice… Again. Doesn’t seem like it would require some mammoth effort on Epic’s part to enhance the launcher. The OPs workaround seems to be the only viable option at this point which seems a little bit ridiculous.

I don’t often use marketplace assets so that has rarely become an issue for me. Although next time I do need to use one I’ll stumble over this annoyance again for sure. I remember it being discussed on other threads before and unfortunately nothing has changed since. In my opinion it should just be possible to download the marketplace assets that you own without the need to have an engine listed in the launcher at all and ideally you’d be able to install them right from the editor as well. Just like you can enable/disable plugins. Although that would likely require some kind of authentication to validate you actually own the asset.

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Uhhh the lack of knowledge astounds me. If you think that it is just for someone who can do something as complicated as C++ and source building games to just allocate their Engine Versions in one spot out of convenience, then you should prob expand your vision from the tunnel. IF the Launcher doesn’t recognize your Source Build, you cannot add any plugins or assets purchased from the MP to your project. Sure you can build a completely separate launcher build engine just to accomplish this but as OP said… Why? How hard is it to just have Epic Launcher add a button to have you submit your Custom Engine Build and specify which plugins would work for it… the lack of support from UE is bad.

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