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97 lines
6.1 KiB
Plaintext
97 lines
6.1 KiB
Plaintext
Availability: Docs
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Title: Installed Build Reference
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Crumbs: %ROOT%, Programming, Programming/Development
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Description:This page describes the Installed Build process, including an overview of how to write Installed Build scripts.
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version: 4.13
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parent:Programming/Development
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type:Reference
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related:Programming/BuildTools/AutomationTool/BuildGraph
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related:Programming/UnrealBuildSystem
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related:Programming/Development/BuildConfigurations
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tags:Programming
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tags: BuildGraph
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[TOC (start:1 end:5)]
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Developers are always looking for ways to efficiently deliver build solutions for a variety of hardware profiles and operating systems.
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An **Installed Build** is a fully featured engine build that can be redistributed to quickly get your team up and running with the engine.
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From a technical standpoint, an Installed build contains precompiled binaries for Unreal Editor and a static library for each target platform
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in development and shipping configurations.
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The Installed Build process automates build packages and tools that are needed to make an Installed Build version of Unreal Engine 4 (UE4). In summary,
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making an Installed Build is the process of setting up default target platforms, compiling UE4 with its tools and editor, running tests,
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and deploying the Installed Build version of UE4 to targeted platforms.
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## Making an Installed Build
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You can create Installed Builds using the [](Programming/BuildTools/AutomationTool/BuildGraph) scripting system with the Installed Build script located at
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`[UE4Root]/Engine/Build/InstalledBuild.xml`.
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**To create an Installed Build:**
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1. Run the Installed Build Script by invoking the **AutomationTool** with the following command line, replacing `[PLATFORM]` with either `Win64` or `Mac`. You can also configure the build using the available [Installed Build Script Options](#bookmark1).
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BuildGraph -target="Make Installed Build [PLATFORM]" -script=Engine/Build/InstalledEngineBuild.xml -clean
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1. Navigate to the `LocalBuilds/Engine/` folder in your Unreal Engine directory to view the Installed Build that you created. If you specified a different directory to publish to, navigate to that directory instead.
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## Installed Build Script Options
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(#bookmark1)
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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
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of specified options, enabling you to target which platforms to include, where to publish the build to, etc. You can view a list of available options for customizing the
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build process (along with a list of nodes that will be built), by passing the `-listonly` option to the script.
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The available options are:
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| Option | Default | Description |
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| ------ | ------- | ----------- |
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| `-set:HostPlatformOnly=[true/false]` | false | A helper option to make an installed build for your host platform only, so that you don't have to disable each platform individually |
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| `-set:WithWin64=[true/false]` | true | Include the Win64 target platform |
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| `-set:WithWin32=[true/false]` | true | Include the Win32 target platform |
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| `-set:WithMac=[true/false]` | true | Include the Mac target platform |
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| `-set:WithAndroid=[true/false]` | true | Include the Android target platform |
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| `-set:WithIOS=[true/false]` | true | Include the iOS target platform [REGION:note]Enabling this option requires a Mac set up for remote building.[/REGION] |
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| `-set:WithTVOS=[true/false]` | true | Include the tvOS target platform [REGION:note]Enabling this option requires a Mac set up for remote building.[/REGION] |
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| `-set:WithLinux=[true/false]` | true | Include the Linux target platform |
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| `-set:WithLumin=[true/false]` | true | Include the Lumin target platform |
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| `-set:WithHTML5=[true/false]` | true | Include the HTML5 target platform |
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| `-set:WithPS4=[true/false]` | false | Include the PS4 target platform [REGION:note]Enabling this option requires the PS4 SDK.[/REGION] |
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| `-set:WithXboxOne=[true/false]` | false | Include the XboxOne target platform [REGION:note]Enabling this option requires the Xbox One SDK.[/REGION] |
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| `-set:WithDDC=[true/false]` | true | Build a stand-alone derived-data cache for the engine content and templates [REGION:note]Building a stand-alone [Derived Data Cache (DDC)](Engine/Basics/DerivedDataCache) for the Engine and Template content can be one of the slowest aspects of the build. If you don't need a stand-alone DDC, you can skip this step by appending `-set:WithDDC=false` to the command line.[/REGION] |
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| `-set:WithFullDebugInfo=[true/false]` | false | Generate full debug info for binary editor and packaged application builds |
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| `-set:SignExecutables=[true/false]` | false | Sign the executables produced if you have to set up your machine to sign executables as part of the build process |
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| `-set:AnalyticsTypeOverride=[ID]` | N/A | Identifier for analytic events to send |
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| `-set:GameConfigurations=[Configurations]` | Development;Shipping | Specifies the configurations for packaged applications |
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### Including Additional Files
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RuntimeDependencies (set in `build.cs` files for each module) automatically collate and determine which files are included in an Installed Build.
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However, there are some required files that cannot be included this way, so they're defined in `[UE4Root]/Engine/Build/InstalledEngineFilters.xml`.
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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
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stripped or signed, and finally, deciding what projects to build the DDC for. If you need to include any additional files with the Installed Build, the `InstalledEngineFilters`
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XML file is a great place to start.
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