If you’re referencing the ShooterGame demo (possibly others), I’ve found through talking with the Epic staff that there is a target file missing (possibly in other projects as well) from the GitHub that enables the building of the dedicated server .exe files.
ShooterGameServer.Target.cs:
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class ShooterGameServerTarget : TargetRules
{
public ShooterGameServerTarget(TargetInfo Target)
{
Type = TargetType.Server;
bUsesSteam = true;
}
//
// TargetRules interface.
//
public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
{
// It is valid for only server platforms
return UnrealBuildTool.UnrealBuildTool.GetAllServerPlatforms(ref OutPlatforms, false);
}
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutExtraModuleNames.Add("ShooterGame");
}
public override List<UnrealTargetPlatform> GUBP_GetPlatforms_MonolithicOnly(UnrealTargetPlatform HostPlatform)
{
if (HostPlatform == UnrealTargetPlatform.Mac)
{
return new List<UnrealTargetPlatform>();
}
return new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Linux };
}
public override List<UnrealTargetConfiguration> GUBP_GetConfigs_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform Platform)
{
return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Development, UnrealTargetConfiguration.Shipping };
}
}
Hope that helps somebody…