"The following modules are missing or built with a different engine version" for an artist

This problem is happening when people try and run my project (which has custom game level C++) on a remote machine.

The dlls (project dll and two plugin dlls) are committed to source control and I have confirmed that the engine (4.17.2) matches on the machine I build the plugins on and the user’s machine.

I do not believe that an artist should have to install VS and compile their own code.

Question: How do I ship dlls so that others can run the project without having to build their own dlls?

Welp - you will need an IDE for an Game engine (all of them will want you to have one) - your question would be harder to answer than just installing an IDE and learning how to build real quick, its a useful skill to have for artist, and you would be come your artist friends best friend.

Now if you are trying to package and send out a build

see Here ^.

.dll are built at in result of compiling
for reasons why see this

Unreal being a game engine and not a render like keyshot or a DCC program like MAYA,
intends for you to be able to use simple coding.
And if I recall more and more companies are looking to have there artist to simple coding (weather that by in the DCC program or in blueprints)

Give it the time of day to learn and understand you won’t regret it

Regards:

GIGA-Money

To be clearer what I’m asking I would like artists and designers to be able to play the game within the editor without having to run Visual Studio to build dlls.

It seems there is some bug regarding sharing of dlls (as found under Binaries/Win64 and within each custom plugin directory) that makes the remote users who download the dlls (in this case from git) get an error telling them their dlls don’t match their engine.

Obviously artists and designers should be able to test their content and absolutely they should be able to do this without Visual Studio but with binaries built by someone else or on a shared build machine.

Question is how to get around the error. The dlls in source control should work for anyone on the same engine version (4.17.2 in this case).

(some background here: This game is well established, runs on four platforms with html5 in the pipe and is sitting in beta on both iOS and Android).

I’ve seen two different threads regarding the same problem. In one there was a suggestion that the LoadingPhase for the modules might be a key but no further details.

Even worse is when someone who doesn’t have VS installed tries to open my project (MyProject.uproject or browse) they get told they need to install Visual Studio.

I’ve added the Binaries/win64/myproject.modules file to source control and that didn’t work next test will be the .target file.

Where do I find the official approach to getting an artist working in a project with custom C++ code without them needing to install Visual Studio or compile code?

I got nothing, I don’t work for the unreal team.