Tools and Automation
Building Unreal from source involves a long sequence of steps, each with its own failure modes. Vite wraps that sequence in tooling so the common paths do not require remembering the exact command lines.
In this section
Topic | Covers |
|---|---|
The guided setup and build assistant, and its menu mode | |
Producing and packaging a redistributable binary engine | |
Wiping shader and DDC caches when things go wrong |
The tools at a glance
Tool | Location | Purpose |
|---|---|---|
| Engine root | Guided nine-step setup, or a menu of individual operations |
| Engine root | Installed engine build via BuildGraph |
| Engine root | Clears engine-level shader and DDC caches |
|
| Packages a staged installed build into a 7z archive |
|
| Registers the build as |
|
| Unregisters it |
|
| Creates |
|
| Engine debloat suite — see Debloat Guide |
Which one you want
- I just cloned the repository
Run
ViteSetup.bat. It walks the whole sequence from environment check to a launched editor. See ViteSetup Assistant.- I want a binary engine to hand to artists
Run
ViteSetup.batand choose the binary build option at step 4, or driveRunUAT.batand theLocalBuilds\scripts directly. See Installed Builds.- Shaders are behaving strangely after a change
Run
WipeShaderCache.bat. See Cache Management.- The engine is taking too much disk space
Run the
devops\debloat suite. See Debloat Guide.- I only need to regenerate project files
ViteSetup.bat menuand choose option 3, or runGenerateProjectFiles.batdirectly.