Finally I resolved this BUG in such way with tested "UnrealEngine-master.zip" master branch 4.18.0-0+UE4 (12.09.2017):
Replace the line "bIsEngineInstalled.Value;" with "return true;" in "UnrealBuildTool.cs".
After compilation there maybe will occur some harmless error(s), but your project will be build without errors or warnings. If you want perfect and clean compilation you must procomment these four lines in function "static void SaveUBTMakefile(...)" in "UnrealBuildTool.cs" file:
// throw new BuildException("Can't save a makefile that has invalid contents. See UBTMakefile.IsValidMakefile()");
Then build "UnrealBuildTool" Project again and you are ready, without needed to wait the whole Engine to recompile again and again each time when compile your project!
If you will use this method, you can't build light in Editor ("Lightning Build Failed. Swarm Failed to Kick off"):
First, you must restore the original "UnrealBuildTool.cs", then Build "UnrealBuildTool" in VS, then Build "UnrealLightmass" in VS, then Build the light in Editor, then make above changes in "UnrealBuildTool.cs", then Build "UnrealBuildTool" in VS, then you can change and Build your C++ project (without to automatic start Rebuilding of all Engine) and then all cycle again for new light.
Before to compile your C++ project, you must set my changes in "UnrealBuildTool.cs" file and Build/Rebuild "UnrealBuildTool" project in VS;
Before to build the light in Editor, you must remove my changes in "UnrealBuildTool.cs" file and Build/Rebuild "UnrealBuildTool" project in VS;
I want my name for this BUG- found and resolved this little f..g s..t- more than two f...g weeks spent in researching and testing with different UE versions :):):)
Sep 16 '17 at 02:17 PM