![]() ![]() UE has the concept of "foreign" projects and "non-foreign" projects. If you need to include any additional files with the Installed Build, the InstalledEngineFilters XML file is a great place to start. The InstalledEngineFilters XML file also lists patterns of files that should be excluded from the build, determining the types of files that need to be stripped or signed, and finally, deciding what projects to build the DDC for. However, there are some required files that cannot be included this way, so they're defined in /Engine/Build/InstalledEngineFilters.xml. RuntimeDependencies (set in build.cs files for each module) automatically collate and determine which files are included in an Installed Build. Specifies the configurations for packaged applications. Sign the executables produced if you have to set up your machine to sign executables as part of the build process. Generate full debug info for binary editor and packaged application builds. If you don't need a stand-alone DDC, you can skip this step by appending -set:WithDDC=false to the command line. You can view a list of available options for customizing the build process (along with a list of nodes that will be built), by passing the -listonly option to the script.īuilding a stand-alone Derived Data Cache (DDC) for the Engine and Template content can be one of the slowest aspects of the build. The InstalledEngineBuild.xml script makes an Installed Build with all of the default options and platforms enabled however, it can be configured using a set of specified options, enabling you to target which platforms to include, where to publish the build to, etc. If you specified a different directory to publish to, navigate to that directory instead.Ĭonfigure your build using the following Installed Build Script Options: If you use additional Installed Build Script Options, your code will look as following (depends on settings you adjust):Ĭ:\EpicSource\UE_5.0\UnrealEngine-5.0\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build " -script="Engine/Build/InstalledEngineBuild.xml" -set:WithWin64=true -set:WithMac=true -set:WithTVOS=false -set:WithLinux=false -set:WithHTML5=trueīy default, your Installed Build should be located in the LocalBuilds/Engine/ folder of your Unreal Engine directory. script=Engine/Build/InstalledEngineBuild.xml - location of the file, that contain options for installation process Īlso, you can adjust additional Installed Build Script Options target="Make Installed Build " - target platform, you want to build Engine (replace with either Win64 or Mac) Let's get familiar with the parts of this command line:Ĭ:\EpicSource\UE_5.0\UnrealEngine-5.0\ - location of downloaded source code (could be different on your PC).Įngine\Build\BatchFiles\RunUAT.bat - location of Unreal Automation Tool command file, that you use for command of building This command line may looks as following (replace with either Win64 or Mac, depending on your system):Ĭ:\EpicSource\UE_5.0\UnrealEngine-5.0\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build " -script="Engine/Build/InstalledEngineBuild.xml" -clean ![]() Input command line to run the Installed Build Script by invoking the AutomationTool. You can create Installed Builds using the BuildGraph scripting system with the Installed Build script located in folder with your dowloaded source code at /Engine/Build/InstalledBuild.xml. In addition to making your own build, you should download UE from Launcher, for more information see Downloading Unreal Engine Source Code. ![]()
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