Typically, there are two ways for UE4 developers to obtain the UE4 engine:
- Install from Epic Games Launcher
- Clone the code from Github for local compilation
The version installed from Epic Games Launcher is the standard engine, which cannot be modified or recompiled, but you can choose platforms for installation support, debug symbols, etc. Cloning the code from Github and compiling it results in the source version of the engine, with some functionalities only available in the source version (like Standalone Application). However, if you modify the engine’s code in your project, it requires everyone to clone and compile the source again, which is very time-consuming. Additionally, the source version of the engine occupies a significant amount of disk space, reaching hundreds of gigabytes. When deploying the engine to multiple build machines, the time and space for compiling the engine become redundant. Therefore, it’s necessary to compile the engine on one machine, and the others can simply pull the compiled engine, achieving the same behavior as the installed version.
This article mainly introduces the workflow of BuildGraph and analyzes the engine’s default build script InstalledEngineBuild.xml
; how to use BuildGraph to configure, compile, and export a binary engine supporting Android/iOS packaging, and how to cut down and accelerate the overall build process.