Is it possible to "Launch" code projects without VS2013?

I have a fork of the GitHub source for Unreal Engine 4 and some custom engine code modifications. Additionally my current project is a C++ code project.

I’m looking into ways for me to build binaries (or, rather, a build server) and commit them to our company P4 depot. The idea being that non-programmers working on the project would simply sync from P4 and run the Engine/Binaries/Win64/UE4Editor.exe (or Mac/UE4Editor.app), load up our game project and get to work. It is working great for using the editor and even Play In Editor; the problem comes when a non-programmer attempts to “Launch” the project as a standalone desktop build (or on an android, ios, etc.).

My assumption was that all I would have to do is ensure that all the right binaries are in the P4 depot (i.e. the build server can do builds of Win64, Mac, iOS, Android periodically and commit the binaries) and the Launch process on non-programmer machines would essentially cook content and package it with our pre-built binaries (in much the same was as blueprint projects.)

I’m finding that not to be the case, however, and wondering if what I am trying to accomplish is simply unsupported or am I going about things the wrong way? Ideally I could avoid non-programmers having to install VS2013 and “eat” the compile times.

Hi kaizen,

The answer is no, VS2013 is required for UE4 code projects. Thanks!