Hello,
We have not been able to package for any platform with a precompiled UE553 Custom build until we commented out the line n°1105 <Tag Files="#Build Tools Win64" Filter="$(Win64StripFilter)" Except="$(Win64StripExceptions);$(CopyInstalledExceptions)" With="#Strip Tools for Installed Win64"/>
in the build node “Make Installed Build Win64” of “Engine/Build/InstalledEngineBuild.xml”. After that we have been able to package with the precompiled UE 553 engine build for PS4 and Switch but not for Win64 for which the packaging end up with a link error due to unresolved symbols once it finished compiling.
My question is: Should we be able to package for any platform with a precompiled engine UE553 build without any modification, or did Epic never intended for us to be able to package with a precompiled UE553 engine build ? (which would explain why they strip build tools like UnrealPack in the xml as explained at the begining of this post)
PS: I tested some old precompiled UE 5.3/5.4.4 custom builds and they do package for Win64 without any modification. Therefore the problem comes from our side.