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How to deploy compiled c++ module dll to artists?

How can I compile our game modules as a developer and only deploy the resulting .dll? So that artists don't need to compile the c++ code and especially don't need Visual Studio.

I thought about deploying the compiled dlls to a blueprint master project. Is this possible and is this a good idea? To me it seems to be a good idea to manage the code separately.

I already tried creating/editing the .modules, .target and .uproject files, but it didn't work. It always asks about recompiling the code as it was created with another engine version (which btw wasn't).

So basically: Is it possible/useful to do this? How can you do this? And if not: What are the best alternatives?

Thank you very much.

Product Version: UE 4.20
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asked Nov 07 '18 at 11:17 AM in Packaging & Deployment

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Hi, had a similar problem and solved it.

--U have to add the module to the name.uproject file.(watch how it in ur c++ looks)

--copy .dll and .pcb(maybe not needed) inside Projectfolder/Binaries/Win64

modify UE4Editor.modules. Basicly copy from ur c++ project and remove all modules u dont need in the artist project.

Works for me :)

Good luck

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answered Nov 16 '18 at 02:12 AM

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avatar image sirjofri Jan 04 '19 at 12:51 PM

Well, I tried that, but it didn't work. Maybe I missed something... We added Binaries to our SCM and it works fine. Not my preferred solution, but it's not that bad. Thank you, anyways

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