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Useful UBT Flags#

Some useful flags that we might need when we get Jenkins running:

UBT or RunUAT or AutomationTool.exe

  • -build
  • -compile
  • -NoHotReloadFromIDE
  • -NoHotReload
  • -nocompileeditor
  • -nocompile
  • -skipcompile
  • -NoDDC
  • -CleanLocal
  • -NoXGE (Just for code analysis)
  • -NoSign
  • -rununrealcodeanalyzer (BuildConfiguration.bRunUnrealCodeAnalyzer = true;)
  • -precompile
  • -enablecodeanalysis (BuildConfiguration.bEnableCodeAnalysis = true;)

BuildGraph#

  • -target="Make Installed Build Win64" (with default InstalledEngineBuild.xml)
  • -set:HostPlatformOnly=true
  • -set:WithWin32=false
  • -set:WithIOS=false
  • -set:PublishDir="L:\\\_Programming\\RocketBuilds\\"

ScratchPad Notes#

Using BuildGraph#

Batchfile
"UnrealEngine\\Engine\\Build\\BatchFiles\\RunUAT.bat" BuildGraph -script="UnrealEngine\\Engine\\Build\\InstalledEngineBuild.xml" -target="Make Installed Build Win64" -set:HostPlatformOnly=true -set:WithWin32=false -set:WithIOS=false

Create InstalledBuild.txt and place in Engine\Build

Sans BuildGraph#

Batchfile
UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 UE4Editor -project="BBR\\BBR.uproject" -precompile
UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 BBR -project="BBR\\BBR.uproject" -useprecompiled
UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 BBREditor -project="BBR\\BBR.uproject" -useprecompiled
UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 BBREditorBP -project="BBR\\BBR.uproject" -useprecompiled

Add section to BaseEngine.ini#

INI
[InstalledPlatforms]
+InstalledPlatformConfigurations=(PlatformName="Win64", Configuration="Development", PlatformType="Editor")
;+InstalledPlatformConfigurations=(PlatformName="Win64", Configuration="Development", PlatformType="Game")

Generate project files#

Batchfile
UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 BBR -project="BBR\\BBR.uproject" -useprecompiled -projectfiles -game -engine

Uncheck ShaderCompilerWorker dependency from BBR

Problems:

  • ShaderCompilerWorker is generated as a dependency to the GameProject. This causes project build to error out with -useprecompiled:
Batchfile
2> EXEC : error : No modules found to build. All requested binaries were already built.
  • After VS compile, editor shows dialog error box saying game-dlls have been built with a different version of the engine. It kicks off a compilation that ends very quickly but still shouldn't be there at all

Editor Module
Plugin
Editor BP Module

  • How do I build all the variants (e.g. a Rocket Build) so that artists can build client/server/game/editor + development/debug/debuggame/shipping/test variants?
  • How do I decrease the size of the rocket build?