Epic will not distribute that certificate. One of the "Rocket" build steps is to sign all executables with Epic Games' digital signature. (Not certain whether this makes any difference - I suspect that this blank project can be removed without any adverse consequences) Executable signing UnrealBuildTool will pick up the location of BlankProject, and apply it to the engine project. That project does not have any path on-disk. Internally, UnrealBuildTool creates a fake UProject which represents the engine itself. Reference: LegacyBranchSetup.cs, search for "DoASharedPromotable" and "NumSharedAllHosts". This is a clean replacement for the two code changes which describes in the forum thread linked above. The BlankCodeProject has been created solely for that purpose. If not, the GUBP build process will fail very early on with an error message about a key missing in a dictionary. UnrealBuildTool needs to see at least one code project with the IsPromotable flag set. Important things encountered so far Making the "promotable" code paths in UnrealBuildTool run These forum threads have provided most of the information so far: Most of the reasons for Rocket build pipeline breaks is due to either the build system relying on certain files (which are not in the GitHub repository) to exist or the build system relying on certain environment configurations which are not part of the source code and only exist on Epic's build servers and workstations. When Epic do their Rocket builds, they are not building from the public GitHub repository they build off of an internal repository, which contains more files than the public GitHub repository. It is not a feature that is officially supported by them. Rocket builds are not documented by Epic. Why is it hard for us to do a Rocket build? The goal of this repository is to reach that point. Some developers would like a flow where a single developer builds a "Rocket"-style build of the engine, and then every other developer installs the "Rocket"-style engine build. It is possible to submit pre-built binaries to version control, but there is no definite workflow documented. However, this also leads to each single developer building the engine themselves locally. This allows you to do any engine modifications that you like. The most straightforward workflow here is to have both the engine source code and the game source code in the same repository. This approach is not appropriate if you need to do any kind of engine modifications.Įpic also offers the UE4 sourcecode via their GitHub repository ( ). This allows you to develop games using UE4, as long as you only create content and change code inside of the game module or create plugins. You can download a pre-built binary package (aka "Launcher" or "Rocket" builds) via the Epic Games Launcher. ![]() uproject should now result in your game opening in your home-built editor.Įpic offers two ways for developers to use UE4: Make all members execute RegisterEngineVersion.cmd uproject file refers to that specific identifier.ĭistribute the contents of LocalBuilds\Rocket to all members of the team. Pick an identifier for your engine version (example: 4.11.2-HomeBuilt-4f37f2cd)Įnsure your UE4 game's. The resulting build will appear in LocalBuilds\Rocket.Ĭopy RegisterEngineVersion.cmd into LocalBuilds\Rocket. Usage BuildingĪpply the contents of this repository on top.īuild a local version of the engine: Engine\Build\BatchFiles\RunUAT.bat gubp -Node=GatherRocket -TargetPlatforms=Win64 -NoSign See and for partial info on the 4.13 build process. ![]() UE4 4.13įor UE4 4.13, it appears that Epic has deprecated the GUBP build process. Testing has been done with UE4 4.11.2
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