How to open projects made with "different" engine versions without recompiling?

I work between different computers so I have the engine on an external drive so I don’t have to install it to every computer I use. Lately, Unreal has been giving the engine versions I use a weird GUID number in the engine association field. I download and compile from the source myself but I make 0 changes to the source code. Whenever I try to open a project using the engine I compile, it says the engine version is different, which its not, so when I open the project it wants to convert it. I tell it to skip, but it wants to recompile dlls before it opens a project (a project made by this engine on a different computer). Its want to recompile the ENTIRE ENGINE before it opens a project. Why? How do I tell it not to recompile because I pretty sure that unnecessary. Is it possible to set the GUID number in the engine version to 4.14 instead of this number it generates?

Hi GhostRavenstorm,

I suspect that the reason that you are seeing this issue occur is because even though you are using the same Engine installed on an external drive, each computer sees it as a different installation due to how the Engine was registered to each different Windows OS. This is particularly an issue with Engine’s built from source code and used on different computers. I am somewhat surprised that the project tries to build the entire Engine again, though. Typically it would just build the project.

You might want to consider using the BuildGraph to create a binary version of your source-built Entine. We are working on making this process easier, and the BuildGraph system is something we recently added to the Engine to simplify the process of being able to build the Engine from source code and share it with a team. I think it may help with the issue you are experiencing as well.