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User guide

UEQuickStart User Guide

Complete product user guide for UEQuickStart

UEBuildToGO Tutorial

The project must have run successfully at least once on this machine, ensuring the build environment is configured.

  1. Place UEBuildTool.exe in the project root, alongside .uproject
  2. Double-click to run it
  3. Wait for compilation to finish; the project opens automatically
ItemSource
Project name.uproject filename
Engine versionEngineAssociation in .uproject
Engine pathWindows registry / Epic Games Launcher configuration

Create UEBuildConfig.json in the project root to customize build behavior:

{
"Build": {
"Platform": "Win64",
"Configuration": "Development",
"AdditionalArgs": []
},
"AutoOpenProject": true,
"AutoCloseOnSuccess": true,
"CloseDelayMs": 1500
}
SettingDefaultDescription
Build.PlatformWin64Target platform
Build.ConfigurationDevelopmentBuild configuration (Development/Shipping, etc.)
Build.AdditionalArgs[]Additional build arguments
AutoOpenProjecttrueOpen the project automatically after a successful build
AutoCloseOnSuccesstrueClose the tool automatically after opening the project
CloseDelayMs1500Close delay in milliseconds

Cause: The tool is not in the UE project root.

Solution: Copy UEBuildTool.exe or Main.py + Source/ to the directory containing .uproject.


Cause: The engine was not installed through Epic Games Launcher, or its registry information is missing.

Solution:

  1. Confirm the engine was installed through Launcher
  2. Try verifying the engine files in Launcher
  3. Reinstall the engine

Solution: Check the specific error messages in the log window and ask a programmer to help diagnose the issue.


Q: Source line endings cause build failures during cross-platform collaboration (Mac/Linux)

Section titled “Q: Source line endings cause build failures during cross-platform collaboration (Mac/Linux)”

Cause: Mac/Linux use LF (\n) or CR (\r) line endings, which MSVC on Windows may not process correctly.

Solution: Before building, the tool automatically scans source files and converts line endings to CRLF (\r\n). No manual action is required.

Scan scope:

  • Source/ and ThirdParty/ directories
  • All Source/ and ThirdParty/ directories found recursively under Plugins/

Supported file types: .h, .c, .cpp, .cs, .inl


Yes. The tool automatically detects the editor:

  • UE5: UnrealEditor.exe
  • UE4: UE4Editor.exe

Yes. The tool automatically recognizes GUID-format engine versions in .uproject and retrieves the corresponding engine path from the registry.


Not yet. Currently only Windows is supported; cross-platform functionality remains to be developed.