In need of an offline installer please!

Hi Epic, first of all you guys are awesome for making this available so cheaply. But I don’t think I (and probably others for different reasons) will be able to download it without an offline installer, for me its because it will cost me an arm and a leg.

I live out in Africa, Zambia, and the Internet here is extremely expensive and slow on pc, (eg $200+ usd to download 8gb of data), but Internet is fair on mobile devices, 3g tablets are particularly great ($5 and I can download as much data as I want for a week at a fair speed) and that’s how I got udk. And no I can’t teather internet to my pc, if you wanted to suggest that.

Is their anyway you guys could us a direct download to an offline installer please! Please!! PLEASE!!!

Hello,

We are very sorry to hear about this difficulty facing you, and wish we could provide a workaround for you. Right now UE4 is available only through online sign-up and download, and we do not have plans to change this. We hope you will still consider giving it a go.

Cheers

I live in the sticks with only dialup and the only way I can download so much data is to do it at a friend’s house and sneakernet it home. Guess I’m going to have to cancel my subscription. Especially disappointing since this worked with an earlier version of UE4, but has since been “fixed.” Too bad, I was looking forward to tinkering with UE4. :frowning:

No kidding! The lack of an offline installer is ridiculous.

Worst case: The offline installer could at the very least, include the bulk of the assets, and prepare the PC for the stub installer to validate and install the engine executable.

The main reason something like that isn’t available is legal requirements that users need to agree to the EULA before getting access.
Github source is an alternative though, you can download the UE4 source from there like you normally would and then you’d have to compile the editor.

Hi I need to install Unreal Engine onto 40 classroom computers and cannot even download it. The installer states “We are currently experiencing connection issues and retrying”. Most likely because we are behind a proxy server, How do I get around this?

You can just copy Unreal Engine from one machine to another. Copy it with launcher. Run UE4PrereqSetup_x64.exe or UE4PrereqSetup_x86.exe from Engine\Extras\Redist. Than launch UE4Editor.exe by hand. After that close it, Than run UnrealVersionSelector.exe /register from somewhere in launcher folder - that assosiate uproject files with your unreal engine. That’s all.

Doesn’t really help when I can’t even download it at all.

You can ask your friends, or go to some place with better internet connection than yours. There is always way.

With all due respect Yata, just telling someone to find another way to get a product is not an acceptable solution, particularly given the reason an offline installer is not produced.

As with Horsham College - we are not an end user attempting to get a single version of this installed on a computer.

We are the network administrators attempting to get a product provided and marketed for use in schools to work.
For the product to work in schools it needs to be able to communicate with the internet within our environment - and we cannot just throw away the security to get one product to work.

To quote the webpage

Schools have a legal responsibility to monitor and enforce internet restrictions, and one of the most common methods is to utilise a web proxy.
When a product is marketed towards schools then the developers have a responsibility to ensure their product can be deployed utilised within an educational environment without the need to use third party workarounds.

A self contained offline installer is the best way to ensure this is possible as it can be deployed via various technologies without any user interaction.
As the technician responsible for managing the fleet we would be able to deploy a silent install to dozens of computers with little or no effort.

However, failing that and acknowledging that the developer wishes to maintain updates or for legal reasons cannot provide a standalone offline installer there are alternatives.
Mind you, by suggesting a workaround of copying data from one computer to another, that pretty much negates the argument for an offline installer.
By all means require a sign up and acceptance of a EULA, but that EULA could be phrased to allow schools to deploy the softare.

The simplest method (without any significant changes to the existing platform) would be to ensure the downloaded “stub” installer for the content adheres to published web standards for Web Proxy Auto Detection (Web Proxy Auto-Discovery Protocol - Wikipedia) that all major browsers support, and once the instruction file for how to connect to the internet is parsed, if they receive an authentication request from the proxy server to provide that to the end user.

I am within a near identical contact to Horsham College [We do not have a direct connection to the internet - direct access via port 80 and 443 is NOT an option] and I can tell you with certainty - the installer did not even attempt to communicate with the internet via the authorised channel. It wasn’t a matter of the URL’s being blocked, as I would have been able to identify that from the proxy logs and whitelist them. Indeed I have already whitelisted the URL’s listed here [A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums] It did not even attempt to use the proxy.

As far as the school is concerned,

  • the use of the application is authorised.
  • the classroom teacher has supported the use of the application
  • the application is allowed to access the internet within all local firewalls
  • the students do not have administrative rights so we are required to install this for them
  • as a network administrator with full administrative rights to both the computer and the proxy server we are making every effort to ensure it works

Unfortunately if the product does not even provide an option to specify proxy settings, or adhere to published standards it is not a product we can deploy or support.

I was able to get it to install on a single computer - by using my personal 4G connection, however its data cap is limited.
I should not have to do this when I have a internet connection capable of high volumes of download present.

Once it is installed you do have one “option” which is to append “-http=wininet” to the launchers shortcut - so why not support this within the installer?
Currently I have only got as far as being “rate limited while logging in” before it fails. Error Code WR-0002

I believe it will work for the students at home on their devices - but I cannot provide any guarantee the product will work as intended while on site.

Why not just build from source?

Since UE5 has released and my students have yet to start their projects I wanted to go ahead and use the newer version if I can get it installed. I have an authentication issue in my lab similar to others on this thread. Will these instructions for UE4 work essentially the same way for UE5? Thank you.

Can I ask which firewall service you all are using? My school uses Lightspeed so ‘http lsaccess dot me slash login’ is how we reauthenticate. Everything is setup locally to allow Epic Games content but something beyond their control is blocking it at least in part. Perhaps it’s LightSpeed itself. This might even be grounds for a lawsuit by Epic against whomever is blocking their content.

I had the same problem. It was an authentication issue in my computer lab. Some places on campus worked fine. Some did not. Try re-authenticating on a device and then try to download again. My lab kept losing the authentication. It was a painful install that took many retries and many days but I was ultimately successful