So I’ve got Incredibuild with a licence that lets me distribute Android builds. I’ve also got Unreal. You probably have too…
So my Unreal android builds use incredibuild for the native code bits right? NO! WHY!
Well…
The default unrealbuildtool is set to not use it. So what to do?
Simple…
In the file
Engine\Source\Programs\UnrealBuildTool\Android\UEBuildAndroid.cs
Find the function:
public override bool CanUseXGE()
{
return false;
}
and change it to:
public override bool CanUseXGE()
{
return true;
}
Et Voila…
My Android Unreal builds now use Incredibuild…
Any Chance this could be made default?