Installing a Binary Build
An installed build is a precompiled, redistributable copy of the editor. It behaves like an Epic Games Launcher installation: you can open and cook projects, but you cannot modify or debug into engine source. This is the right choice for artists, designers and anyone evaluating the fork.
Installed builds are produced from a source build by the team. If you need to make one yourself, see Installed Builds.
Contents of a build archive
A packaged Vite build extracts to a folder containing:
Item | Purpose |
|---|---|
| The engine itself, including |
| Creates |
| Registers the folder as the |
| Removes that registration |
| Project templates, if the build was packaged with them |
| Feature packs, if the build was packaged with them |
| Sample content, if the build was packaged with them |
Lean builds omit templates, feature packs, samples and debug symbols. Some builds ship an accompanying ExcludedPlugins.7z containing plugins that were split out of the main archive to keep it small; extract it over the same folder if you need those plugins.
Installation
Install and register an installed build
Extract
UE_ViteFork.7zto a path with no spaces or non-ASCII characters, for exampleD:\Engines\UE_ViteFork. AvoidProgram Files; the editor writes to its own directory and the permission prompts are not worth it.If the build shipped a separate
ExcludedPlugins.7zand you need those plugins, extract it into the same folder now.Run
RegistryAdd.bat. This writes the engine path toHKCU\Software\Epic Games\Unreal Engine\Buildsunder the nameUE_ViteFork, and removes stale GUID-keyed entries that pointed at the same folder.Run
MakeShortcut.batto createUEViteFork.lnknext to the engine folder.Launch the editor through the shortcut, or directly via
Engine\Binaries\Win64\UE4Editor.exe.
Pointing a project at the build
Open your .uproject file in a text editor and set the engine association:
Projects packaged inside an installed build archive already have this set. If you right-click a .uproject and choose Switch Unreal Engine version, UE_ViteFork will appear in the list once the build is registered.
Moving or removing a build
The registry entry stores an absolute path, so moving the engine folder breaks it. If you relocate a build:
Run
RegistryRemove.batfrom the old location, or delete theUE_ViteForkvalue manually.Move the folder.
Run
RegistryAdd.batfrom the new location.
To uninstall entirely, run RegistryRemove.bat and then delete the folder. Nothing is written outside the engine directory and the single HKCU registry value, apart from the usual per-user Unreal directories under %LOCALAPPDATA%\UnrealEngine and %APPDATA%\Unreal Engine.
Running source and binary builds side by side
You can have both installed. They are separate engine associations as long as they register under different names, so if you want a source build and an installed build available at the same time, change the ENGINE_ASSOCIATION value in one of them before registering. Note that both builds share the per-user Unreal directories, so editor layout and some settings will be common between them.