I had previously compiled the UE4 source code in Visual Studio 2013 to implement FFakeStereoRenderingDevice, took notes on my steps, and had successfully packaged a build in UE4 4.9.3. I didn’t realize at the time that my version of VS was a trial version, and since my build functioned well, there was no issue there anyway. Months later I then returned to the project to make some edits to a level, only to run into problems packaging. The issue was traced to my lapsed trial version, wasn’t aware that packaging required compiling, thus reaching out to a lapsed version of VS. I then uninstalled VS 2013 and installed VS Community 2015, finally got it to launch. I also upgraded UE4 to 4.12.2, having read that one of the upgrades was to make it compatible with and requiring Visual Studio 2015.
And though I took good notes to retrace my steps how to generate the SNL file that links the engine in the source code to open in VS, I’m now really confused why I’m running into walls. After upgrading UE4 to 4.12.2 I then downloaded the source code, opened the UnrealEngine-Release folder, ran Setup.bat, which reached 100% with the upgrade. My notes directed me to RMB click in an open space in the window of the UnrealEngine-Release folder, select Command Prompt, but this go round that option isn’t available. I noticed GenerateProjectFiles.bat was in the directory, so I just opened Console, navigated to the right drive and folder and ran generateprojectfile.bat, receiving an error (see attached) stating that Unreal couldn’t find a valid version of Visual Studio 2015. Since VS Community 2015 launches successfully, what’s missing here? Thanks for fishing out the thorn.