Build binary editor using GatherRocketNode

Hi, I’m trying to make a binary editor build of modified source for my other team members and I found a related answer as below:

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After spending some time to read the answer and the related source, I got an approach by using Runuat.Bat and parameters as:

Runuat.Bat gubp -Node=GatherRocket -TargetPlatforms=Win64 -NoDDC -precompile

This actually generate a folder at the location of Engine/Saved/Rocket and seems going to gather necessary files like .dll and .lib to make a binary build just like what’s in the launcher. But the command suspended with the info as:

CommandUtils.Run: Run: Took 14.9749944s to run MSBuild.exe, ExitCode=0
CommandUtils.Run: Run: D:\UnrealEngine-MultiRes-4.11\Engine\Binaries\DotNET\Unre
alBuildTool.exe BuildPatchTool Win64 Development -clean -nobuilduht -skipactionh
istory -CopyAppBundleBackToDevice -forceunity -nobuilduht -NoHotReloadFromIDE
UnrealBuildTool: ERROR: Rocket: No modules found to build?

I’ve add the Rocket.txt file in right places and items in BaseEngine.ini as well. Is there somewhere to add module depedences for the binary editor build and I missed it?

I’m using the version 4.11.2 and having been stuck here for about two days. Please reply me if you have any idea about what’s happening, that will be great help!

Hey pilotZ,

  • Could you please provide the full output log?
  • Could you test this in a later engine version as well to ensure that it is not an issue with 4.11?

Oh Hey Flint,
I got a full output log [link text][1] in the attachment.

Actually after some failed attempts, I guess maybe some wrong operation resulted in a broken file structure. So I rolled back source files to initial state
and regenerated project files and compiled it. Then I run the command mentioned above. Solved a code sign problem and some error like “Cannot find FP_FirstPerson” sth.(I comment the code about add dependence of templates and featurepacks in the .cs file, doesn’t matter right?). This time I got a “Build Successful”, but the final file structure is just like this:

,and yes it doesn’t work.

And after that when I run the command again, I got a fail just the same with in the question, does that means I’ve got the final rocket build? Also,not quite understand all the parameters listed by “AutomationTool.exe gubp -Node=GatherRocket -help” , would it be possible to give my command parameters a correction to get a right engine build?

Sorry for the late response and thanks for your reply. I’m still keeping to solve this issue.

Interesting, I’m looking over the output log now.

In the meantime, have you come across this repo that goes into more detail regarding how you can create rocket builds? GitHub - Kalmalyzer/UE4RocketBuild: Build stand-alone Rocket builds of UE4 engine yourself

Might be worth looking into.

Didn’t see that before, but this is just what I am looking for! However, I’ve found I made a silly mistake. Instead of the Engine/Saved/Rocket folder, the final build was lying in the LocalBuilds/Rocket folder, which means I do have got the rocket build successfully cause it runs perfectly. Sorry for not inform you about that and really appreciate for you help!

how to do a game ?