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Problem with deploying rocket build UE4.14

Hello! We are using github source version of engine with some small code modifications and additional plugins and decided create so called "rocket builds" for part of our team.

Build created with this command:

 <PATH_TO_ENGINE>\Engine\Build\BatchFiles>runuat.bat BuildGraph -target="Make Installed Build Win64" -script=<PATH_TO_ENGINE>/Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithDDC=false

Build completing succesfully and located in LocalBuilds.

The I register engine with custom ID using RegisterEngineVersion.cmd from https://github.com/Kalmalyzer/UE4RocketBuild

Next - I do "Switch Unreal Engine Version" for our project. And try open and build solution through VS2015, or just open .uproject and have error which mention ScriptGeneratorPlugin.

Part of log:

 1>LogModuleManager : warning : No filename provided for module ScriptGeneratorPlugin
 1>LogModuleManager : warning : ModuleManager: Unable to load module 'ScriptGeneratorPlugin' because the file 'D:/UnrealEngine/LocalBuilds/Engine/Windows/Engine/Binaries/Win64/' was not found.
 1>LogCompile : error : Failed to initialize the engine (PreInit failed).
Product Version: UE 4.14
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asked Nov 29 '16 at 10:37 AM in Installation & Setup

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nynjed
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Hi nynjed,

I did some more testing around this issue over the past few days, and I believe the result that you are seeing is unintended. I have entered UE-41427 to have this looked into further. I tested some other plugins in addition to the Script Plugin, and from what I can tell it seems like it is only the Script Plugin that runs into this issue. I believe your workaround of manually copying the UnrealHeaderTool-ScriptGeneratorPlugin.dll file to the binary Engine you have created should work fine.

Tim

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answered Feb 01 '17 at 09:35 PM

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Hi nynjed,

I tried building 4.14 using the commandline that you provided, and my build failed. Where are you running this commandline?

Unfortunately we do not directly support creating a binary version of an Engine built from source code at this time. It is something we want to simplify and improve on in the future, and that is part of the reason why the switch to using BuildGraph was made. We also do not have much in the way of documentation for this process either. That should be coming as we continue to work on this.

There are some users who have been discussing the process for accomplishing this, and you may find that discussion helpful. We also do have some documentation about the new Build Graph system that may be informative as well.

Tim

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answered Dec 02 '16 at 04:11 PM

avatar image nynjed Dec 06 '16 at 12:15 PM

Hi Tim,

I surprised that build was failed from that comandline. My engine version was installed d:\UnrealEngine, So I go to d:\UnrealEngine\Engine\Build\BatchFiles and run there cmd.exe. In command line I paste next commanline:

 runuat.bat BuildGraph -target="Make Installed Build Win64" -script=d:/UnrealEngine/Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithDDC=false

And thats it. It must make successful build.

Regarding our issue in op post. We have investigated and discover that one dll from d:/UnrealEngine/Engine/Plugins/ScriptPlugin/Binaries/Win64/UnrealHeaderTool-ScriptGeneratorPlugin.dll dont copied to the same location in resulting "Rocket" build (d:/UnrealEngine/LocalBuilds..../ScriptPlugin/Binaries/Win64). If we do this manualy our project begin to work with this Build of engine. For automation purposes we make modifications to Engine\Build\InstalledEngineFilters.xml with next line

 <Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/Plugins/ScriptPlugin/Binaries/Win64/UnrealHeaderTool-ScriptGeneratorPlugin*"/>        

So issue maybe resolved for now.

UPDATE: Later I checked with clean version of engine(4.14) and clean project and discover that file UnrealHeaderTool-ScriptGeneratorPlugin.dll not builded at all (even just from source), but clean project works fine. File appeared only after I enable ScriptPlugin in uproject.

In other words some part of engine itself can be builded or not builded depending on project settings? And when that part is not builded it can lead that project itself cant be build.

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