Been trying to correctly setup a source build repo that both programmers and non-programmers can use, but having alot of trouble getting everything to work properly or at least as I would expect, UE4 is crazy complicated compared to UE3, at least to me it is very not obvious how things are supposed to be structured and done, Ive read all the documentation/tutorials but they tend to gloss over the areas I have issue with.
Out of the box (after building the bins) for the UE4 solution I could run the binary (Engine\Binaries\Win64\UE4Editor.exe) which would open the ‘Project Browser’ from that I created a ‘c++’ project.
The methods to open the editor for that project appear to be thru the project browser, or through the UGL, or through visual studio. One thing I would like to know if there is a simpler way to launch the editor for a project like thru a bat file that opens it directly? My attempts to create such a file have all failed, I always get the error “cannot find descriptor file” but there is no explanation anywhere for what/where that is or how to address it.
After I disabled some of the plugins and platforms I don’t need in the project file, I rebuilt the binaries of the project, but now when I go to launch the project browser it errors out saying it cannot find a plugin saying that it needs to be set to be disabled… yet it is a plugin that I had just set to disabled!, so now its in a weird state where I cant create new projects and can only open the existing project thru VS and UGL.
The other question I have is the whole ‘engine version selection’ of the projects. I find that the project can point to an arbitrary engine source. I also found an answerhub post saying to run the UnrealVersionSelector-Win64-Shipping.exe in order to ‘register’ the custom engine version. It however is not clear what this means I had thought it would add my ‘custom engine version’ to the UGL, but it does not. Perhaps it merely adds an entry to the project version selector so you don’t have to browse to it?
Lastly we are having problems where when other team members download the repo and try to run the project they get a pop up window saying “this project was made with a different version of unreal” where they cant open it without copying it or something crazy. It is entirely not clear to me what is required to be committed for this to not happen, how can the project be disassociated to the engine it was created from like that? For example if the engine + project and the latest bins are committed, why cant the project open properly what are we missing?