Questions on Building Engine from Source
I just recently built the engine from source downloaded from github. After that I tried to package a sample game but there seems to be some missing icons in the package menu. I'm worried that I missed something.
Also, is it normal for the total engine size to be around 60GB after building? Seems pretty big.
asked Dec 17 '18 at 07:16 PM in Installation & Setup
Did you run GitDependencies (Setup.bat runs it too) after pull? as that comes from that, but does it works? i mean icon might not be there but it still should work.
And yes it's absolutely normal it takes so much and you can't really help about it, the biggest space killers are:
-PDB files in Binaries, they required for debugging, it translates compiled CPU machine code addresses to lines and variables in source code, so VS debugger know on which portion of source code the engine (toghther with the code) crashed. Those are also required to show full stack dump as well as break points (VS wont know when specific line is executed without PDB files). In short PDB is kind of like a map of your source code, which without VS debugger gets lost.
-Object files in Intermediate folder, those are machine code snippets created for each source code file, at the end of compilation process they are linked together with linker to create full dll and exe files. If you delete any object file the source code file need to be recompiled next time, it critical if you want to edit engine source code or else you will need to rebuild entire engine. Another problem is you compile C++ project, the source build UE4 will attempt to build engine too, so you need to keep those object files or else you will build engine over and over again. There was trick in the past to prevent that by adding rocket build option in Nmake parameter in VS but it stopped working quite some time ago.
-GitDependencies download files to .git/ue4-gitdeps, those takes quite a space too
Now what you can do with those:
-If you not planing to do any C++ debugging (but considering you building engine from source... you probably do planing C++ stuff), you can delete all PDB files.... but they always useful as you can see stack on crash logs. If you do C++ stuff you should keep them, you should even download them in launcher version as they help a lot in debugging. You can always delete pdb from helping programs that also been build (VS generated pdb files to anything it build by default), once that don't start with UE4Editor-* in name, or else you plan to edit source on those.
-Same as PDB files, you can remove object files from helper programs, your modules never gonna link to those anyway, you can do those by running clean on there there projects in VS, problem here is you will need to build you C++ project by right clicking your project and building it individually, as if you gonna build entire solution, VS will run build those programs again. You can actually disable that in VS solution configuration, but this gonna be reseted on each time solution files are generated)
-After pulling git and running GitDependencies you free to delete .git/ue4-gitdeps, but if you do that GitDependencies will need to re download everything next time you pull engine git
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