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UE4 Source Engine Compatibility

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    UE4 Source Engine Compatibility

    Is it supported to use unreal studio with the source version of the engine from GitHub? I've tried copying the Enterprise folder from the launcher install of the engine to a source build. This seems to allow unreal studio to show up in the project browser window when first launching the engine, however when I try creating a new project from the unreal studio template I get this error:

    Click image for larger version  Name:	Error.png Views:	2 Size:	6.6 KB ID:	1518449
    Error I get after trying to create an unreal studio project from the project browser. Project Browser
    Last edited by Rob-Avalon; 08-21-2018, 01:11 PM.

    #2
    Hi Rob.

    Unreal Studio/Datasmith is not supported on source code builds, because we do not provide source code for Datasmith. It only works with binary builds from the Launcher.

    If you need to use a source build for your development, then you will have to import your assets with Datasmith in a binary build, and then migrate the assets to the source build.

    Regards
    Stephen Ellis | @TheEpicStephen
    Enterprise Program Coordinator

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      #3
      Okay, thanks Stephen. I'll try that work around.

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        #4
        So that approach does work, but it's a pretty awkward solution. Are there any plans to support source builds in the future? I imagine that unreal studio could be provided as plugin which was just a thin wrapper around pre-compiled binaries, so you wouldn't have to distribute the bulk of the source code, yet you could still use it in source builds.

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          #5
          No plans to support source code builds.
          Sr. Product Manager
          Epic Games

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            #6
            Originally posted by kenpimentel View Post
            No plans to support source code builds.
            Is there any precompiled solution for Linux?

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              #7
              At this time, Datasmith only works with Windows. Expanding to additional OS support is a future goal.
              Stephen Ellis | @TheEpicStephen
              Enterprise Program Coordinator

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                #8
                Reposting here for visibility, and because this is crucial functionality for our studio's pipeline:

                Install the MarketPlace version of the engine, and do a build of the source version of the engine in another folder. Copy the "Enterprise" folder from the MarketPlace version's folder into the source build's folder.

                Then you have to trick the editor into thinking the Enterprise plugins that you copied over were built from the same machine. To do this go inside the "Enterprise" folder and do a search for .modules files, there should be 7 of them as of 4.21. Open up each of these and replace the "BuildID" (4541578 for version 4.21) with your own BuildID that was generated for your source build.

                You can find your BuildID by opening another .modules file from anywhere in the "Engine" folder inside your source build (just doing another .modules search should suffice). BuildID's from a source build will be formatted differently (presumably identifying your machine):

                012345678-0123-0123-0123-0123456789ab

                Replacing all the BuildID's inside the Enterprise folder will allow you to run the pre-compiled binaries of the Enterprise plugins as if they were built on your machine right alongside your version of the engine.

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                  #9
                  MadisonAster for me it doesn't work. Some error with "invalid pak file version".

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