UEQuickStart User Guide
Complete product user guide for UEQuickStart
UEBuildToGO Tutorial
Prerequisite
Section titled “Prerequisite”The project must have run successfully at least once on this machine, ensuring the build environment is configured.
Quick Start
Section titled “Quick Start”- Place
UEBuildTool.exein the project root, alongside.uproject - Double-click to run it
- Wait for compilation to finish; the project opens automatically
Configuration
Section titled “Configuration”Automatically Detected Values
Section titled “Automatically Detected Values”| Item | Source |
|---|---|
| Project name | .uproject filename |
| Engine version | EngineAssociation in .uproject |
| Engine path | Windows registry / Epic Games Launcher configuration |
Optional Configuration File
Section titled “Optional Configuration File”Create UEBuildConfig.json in the project root to customize build behavior:
{ "Build": { "Platform": "Win64", "Configuration": "Development", "AdditionalArgs": [] }, "AutoOpenProject": true, "AutoCloseOnSuccess": true, "CloseDelayMs": 1500}| Setting | Default | Description |
|---|---|---|
| Build.Platform | Win64 | Target platform |
| Build.Configuration | Development | Build configuration (Development/Shipping, etc.) |
| Build.AdditionalArgs | [] | Additional build arguments |
| AutoOpenProject | true | Open the project automatically after a successful build |
| AutoCloseOnSuccess | true | Close the tool automatically after opening the project |
| CloseDelayMs | 1500 | Close delay in milliseconds |
Frequently Asked Questions
Section titled “Frequently Asked Questions”Q: “No .uproject file found”
Section titled “Q: The message says ".uproject file not found"”Cause: The tool is not in the UE project root.
Solution: Copy UEBuildTool.exe or Main.py + Source/ to the directory containing .uproject.
Q: “Cannot find the engine installation path”
Section titled “Q: The message says "Engine installation path could not be found"”Cause: The engine was not installed through Epic Games Launcher, or its registry information is missing.
Solution:
- Confirm the engine was installed through Launcher
- Try verifying the engine files in Launcher
- Reinstall the engine
Q: Compilation fails
Section titled “Q: Compilation fails”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/andThirdParty/directories- All
Source/andThirdParty/directories found recursively underPlugins/
Supported file types: .h, .c, .cpp, .cs, .inl
Q: Is UE4 supported?
Section titled “Q: Is UE4 supported?”Yes. The tool automatically detects the editor:
- UE5:
UnrealEditor.exe - UE4:
UE4Editor.exe
Q: Are source-built engines supported?
Section titled “Q: Are source-built engines supported?”Yes. The tool automatically recognizes GUID-format engine versions in .uproject and retrieves the corresponding engine path from the registry.
Q: Are macOS / Linux supported?
Section titled “Q: Are macOS / Linux supported?”Not yet. Currently only Windows is supported; cross-platform functionality remains to be developed.