팀과 함께 언리얼 엔진(UE) 프로젝트의 소스 빌드를 작업할 때, 일부 팀원에게 소스에서 언리얼 엔진을 빌드하고 실행하는 데 필요한 소프트웨어나 지식이 없을 수 있습니다. 이러한 경우 언리얼 엔진 바이너리를 빌드하고 이를 설치된 빌드로 팀에 배포할 수 있습니다. 그러면 에픽게임즈 런처에서 배포하는 것과 비슷한 패키지가 생성됩니다.
For more general instructions on how to create an Installed Build, refer to the Installed Build Reference Guide. This page provides additional information and steps for developers using Windows.
전제 조건
설치된 빌드를 만들기 전에 다음 전제조건을 확인해야 합니다.
Windows Debugging Tools component for Windows 10 SDK (Windows 10 only – See below).
권장 하드웨어
빌드용으로 프로세서 코어 및 스레드 수가 많은 컴퓨터를 사용하는 것을 권장합니다. UE는 단일 코어에서도 빌드할 수 있지만, 멀티 코어 프로세서를 사용하면 빌드 시간이 크게 단축됩니다. 권장 하드웨어에 대한 자세한 내용은 하드웨어 및 소프트웨어 사양을 참고하세요.
Windows 10 SDK (Windows 10 users only)
On Windows 10, you need to install the Windows Debugging Tools component in the Windows 10 SDK. This enables PDBCopy.exe, which is used in the build process to strip symbols and optimize the resulting package size.
If you do not already have the Windows 10 SDK installed, follow these steps:
Download and install the Windows 10 SDK from Microsoft's site.
When you reach the dialogue that says select the features you want to install, make sure Debugging Tools for Windows is checked, then proceed with the installation.
Proceed with the installation.
If you already have the Windows 10 SDK set up, but don’t have Debugging Tools for Windows, follow these steps:
Open Add or Remove Programs.
In the list of available programs, locate your Windows Software Development Kit installation. Click Modify.
In the list of options that appears, check Change and click Next.
When you see the dialog that says select the features you want to change, check Debugging Tools for Windows, then click Change to proceed with the installation.
설치된 빌드 만들기
To make an Installed Build on Windows, follow these steps:
Regenerate your Unreal Engine project files.
If you encounter error messages when attempting to regenerate project files, double check that you have the Windows DotNet 6.0 runtime installed.
Use
RunUAT.batto create an installed build. The following is an example of a BuildGraph command to create an installed build for Windows:Command Line
C++RunUAT.bat BuildGraph -script=Engine/Build/InstalledEngineBuild.xml -target="Make Installed Build Win64" -nosign -set:GameConfigurations=Development;Shipping -set:WithWin64=true -set:WithAndroid=true -set:WithDDC=false -set:WithLinux=false -set:WithLinuxArm64=false -set:WithIOS=false -set:WithTVOS=false -set:WithMac=false -cleanMake sure you specify whether or not every platform that you have available should be added or not. If you have additional platforms not mentioned here in your source code, add
-Set:With[Platform]=trueor-Set:With[Platform]=falseaccording to your project’s needs, where [Platform] is replaced with the name of the added platform.The details about the parameters used in the above example are as follows:
Parameter Required or Optional Description -target="Make Installed Build Win64”Required
Instructs BuildGraph to run a specific operation. This graph of dependencies is described in the script="Engine/Build/InstalledEngineBuild.xml" and there are other options available that may meet your requirements better, but for the purposes of this document our example targets a build that matches what a user would receive from the launcher version of Unreal Engine.
-set With[Platform]=trueor-set With[Platform]=falseRequired
Specifies whether or not support for a given platform should be added to your installed build, where [Platform] is replaced with the name of a platform you want to enable or disable. Make sure to add this parameter for every platform you have source code for. For details on which platforms to enable or disable, refer to the Required Platforms section below.
-set:GameConfigurations=Development;ShippingRequired
Flag for different versions of the editor. We recommend including Development and Shipping.
-set WithClient=falseand-set WithServer=falseOptional
Specifies whether to create Client and Server builds for network multiplayer projects. Defaults to false.
-set WithDDC=falseOptional
Specifies whether to create a build that includes Derived Data Cache support. Defaults to false.
-cleanRecommended
Performs a fresh recompile of the project. Remove this parameter if you encounter an "Other Compilation Error” message.
If you receive an "Other Compilation Error" message, remove the
-cleanparameter and try again, as there are known issues with this command on Linux.Build the Shader Compiler Worker.
C++Engine\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development
Your build appears in the Windows directory where Feature Packs, Templates, and Engine are located for distribution.
필요한 플랫폼
When creating installed builds on Windows, make sure you enable the following platforms with the -With[Platform] parameter:
| Platform | Parameter | Description |
|---|---|---|
Android |
| Required to support publishing on Android, which is the target platform for most HMI projects. |
Windows 64-bit |
| Required to support building the editor on Windows. |
Disable all other platforms, as they are not necessary for either running Unreal Editor or packaging HMI projects.
설치된 빌드 실행파일 테스트
Installed builds appear in the LocalBuilds folder under LocalBuilds/Engine/Linux/Engine/Binaries/Win64. On the Windows operating system, UnrealEditor.exe is the main executable for the Unreal Editor. Run this executable to test your build.
When you run your installed build for the first time, a prompt appears to ask for firewall permissions. We advise that you accept these permissions for full functionality.
To archive and distribute the build, place your installed build in the top directory of your source control repository alongside the FeaturePacks, Templates, and Engine directories.
If you see a prompt stating "Unable to launch ShaderCompileWorker" or experience a crash while compiling shaders, the Shader Compiler Worker has not been built yet. Revisit the last step of the workflow under Make an Installed Build above. We build Shader Compiler Worker separately so that you do not need to rebuild Shader Compiler Worker every time you build the editor.