I want to install UE4 or UE 5 in a windows machine that doesnt have internet connection. What do i do? Are there any setup files available for offline installation?

  1. I have only one MAC PC connected to internet . But the machine where i want to use UE is Windows and that doesnt have internet connection. If i download source code from github and run setup.bat on MAC it wont be suitable right as the target machine where i would like to run UE is windows?

That is correct, you will need to run the setup on the appropriate machine, and the machine will want to download from the internet in the setup.

It is usually possible to set up internet connection sharing between computers; for example by using USB network adapters (wired or wireless) and configuring the appropriate forwarding and routing rules.

Chiming in here a bit late.

I work in a research environment with an air-gapped network. We have students that would like to use Unreal Engine 5 for a couple of projects, but without an offline installer, I’m not entirely certain one of our Windows systems is equipped to build Unreal Engine 5. Or, rather, I have no prior experience with the platform to say either way.

It seems to me there ought to be a way to facilitate this other than a complete source code build. Perhaps an ISO?

Looking forward to some useful suggestions.

The only option I know of is a source code build. You could try downloading it from another computer to a flash drive and copy the files in to the offline computers, but this might not work as you’d expect. But for your application, maybe it’s worth a shot. I’d still recommend a source build though.

Note that a source code build may in the end also require a temporary connection to the internet, because you’ll need to download a bunch of dependencies and tools.

You might want to do this build in some kind of VM that lets you trace what actually happens, so you can re-play those actions on the air-gapped computers …

We found there is (or was) a link to request an offline installer for *.edu (which we are), which only directs to an error that your account information isn’t up to date.

So it would seem that Epic is at least aware of the issue.

One of our management team has an account and has performed builds before, using an outside system. It’s not how we would prefer to deploy a product, tho.