How to make UE4 not use Incredibuild?

Hello there

I would like to package my game for windows to test it out on some computers but it fails to compile as it is using incredibuild (still tries to use it after full uninstall) and i do not want to buy it to get a license, I do not need this ‘30x faster packaging’ bull$h1t

Also i could package the game for android easily without any problems.



I activated incredibuild using trial bit now it is giving these errors:
LINK : fatal error LNK1181: cannot open input file ‘ws2_32.lib’:
Error executing C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\x86_amd64\link.exe (tool returned code: 1181)
Please help

Also If i fix these errors i would still like to know how to make unreal engine not use incredibuild as i dont have the money for it :confused:

I do not know where the ws2_32.lib file is but the link.exe file is there and opens with command prompt with a lot of options

Also the errors are exactly the same for windows 32 and 64

I reinstalled all visual basic related things and then it let me package for a minute or two longer but then this error occurs :confused: also it still probably uses incredibuild

Program.Main: ERROR: AutomationTool terminated with exception: System.IO.InvalidDataException: Found invalid data while decoding.
at GroupIconResource.ReadIconHeader(BinaryReader Reader)
at GroupIconResource.FromIco(String FileName)
at BaseWinPlatform.StageBootstrapExecutable(DeploymentContext SC, String ExeName, String TargetFile, String StagedRelativeTargetPath, String StagedArguments)
at BaseWinPlatform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
at Win32Platform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
at Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC)
at Project.CopyBuildToStagingDirectory(ProjectParams Params)
at BuildCookRun.DoBuildCookRun(ProjectParams Params)
at BuildCookRun.ExecuteBuild()
at AutomationTool.BuildCommand.Execute()
at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
at AutomationTool.Automation.Process(String[] Arguments)
at AutomationTool.Program.MainProc(Object Param)
at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
at AutomationTool.Program.Main()
UATHelper: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)

The error " AutomationTool terminated with exception: System.IO.InvalidDataException: Found invalid data while decoding" was fixed by replacing the windows icon in the project settings from a .ico which was renamed from .png and instead using converter to convert .png file to .ico

But I still want to know how to make unreal engine no use Incredibuild, although when installing visual studio its automatically installed incredibuild and doesn’t seem to require a key. So i do not know if I can use it like this for commercial purposes :confused: