build source engine with custom modified for team
Build the engine with custom source modified for our team use. Just like Epic engine release in launcher. Make the artists can open and work around without requre recompiled project. I find lots of such question about how to build and distribute a custom engine for a team. But i can't find a perfect solution to solves this problem.
I follow this tut to build with command: BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean -set:WithDDC=false https://docs.unrealengine.com/latest/INT/Programming/Development/InstalledBuildReference/index.html When compile done, i create a c++ base project with the custom build editor, everything work fine. But when i make a copy of this project to other PC without VS IDE installed. when open project with custom build engine it requre VS IDE env to recomplie the project and builds failed(CANNOT find vs2015 to compile). But if i create a project with epic launcher, it works fine, both PC can open it. So, what did i wrong?!
You are on the right track with this. You would want to use BuildGraph to make the binary version of the Editor to share with your team. The problem that you are running into is that Windows assigns a unique random GUID registry key to the binary Engine when it is placed on a computer. When you create a project on the binary Engine on your computer, that GUID is added to the project's .uproject file to indicate which Engine should be used if you double-click on the file. The problem is that this GUID won't match the one assigned to the Engine on your artist's computer. There are a couple things you can do to get around this.
The best option would be to right a script to assign a registry key to the Engine when it is installed on a new computer. That way you can make sure that every Engine has the same GUID, and project's can easily be passed around the team.
The second option would be to locate the GUID for the Engine on the computer you want to use (using the Windows Registry Editor, or something similar), then edit the EngineAssociation field in the .uproject file to have that GUID value. Once this is done, you can double-click the .uproject file and it will open the project without needing the project to be built. Be careful with this option though, as it will only work when you are using the exact same installed binary build as everyone else on your team. If someone is using a different installed binary build, it could potentially introduce discrepancies into the project.
answered Mar 03 '17 at 08:24 PM
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