ViteSetup Assistant
The assistant exists because setting up an Unreal source build has many steps, each with failure modes that produce unhelpful errors when you get them wrong. It checks the environment first, so a missing toolchain component fails at step 1 with a clear message rather than at step 5 with a linker error.
Guided mode
Run ViteSetup.bat with no arguments.
Step | Action |
|---|---|
1 | Check the environment and enforce the toolchain |
2 | Set up dependencies, with platform selection |
3 | Generate Visual Studio project files |
4 | Choose source or binary build |
5 | Build the selected target |
6 | Register the selected build |
7 | Create |
8 | Optional engine debloat |
9 | Finish; source builds launch the editor, binary builds do not |
Each step pauses so you can read the output before continuing. Failures stop the assistant and report an error code rather than pushing on.
Step 1 — environment check
The assistant enforces a specific toolchain and will not proceed without it:
Requirement | Enforced value |
|---|---|
Visual Studio | 2022 |
MSVC | 14.44 |
Windows SDK | 10.0.26100, subversion .7705 or higher, major pinned to 26100 |
.NET Framework reference assemblies | v4.6.2 and v4.5 |
The .NET Framework 4.5 reference assemblies are the component people most often lack, since recent Visual Studio installers no longer offer them by default. See Build Troubleshooting.
Step 2 — dependency setup
Rather than running Setup.bat with everything, the assistant offers setup profiles:
Profile | What it does |
|---|---|
Step-by-step assistant | Choose platforms and optional content individually, then review |
Recommended Win64 | Win64 only. Excludes non-Windows platforms, samples, templates, feature packs, docs, XR and consoles. |
Win64 ultra compact | As recommended, with the smallest optional content set |
Win64 + templates / feature packs | Keeps project templates and starter content |
Win64 + Android | Adds Android dependencies |
Win64 + Linux | Adds Linux and cross-compile dependencies |
Full setup | Passes no |
The step-by-step assistant exposes individual platform toggles for Android, iOS/tvOS, Mac, Linux, WinRT, HTML5 and consoles. Win32 support files are always included, since Win64 requires them.
Recommended Win64 is the right choice for most people. Downloading dependencies you will never use costs bandwidth, disk space and setup time. If you later need a platform, re-run setup with it enabled.
Step 4 — source or binary
Option | Result |
|---|---|
Source build | Builds |
Binary Installed Build | Incremental BuildGraph run producing |
Choose source if you are working on the engine or want to modify compile-time switches. Choose binary if you want a redistributable engine to hand to people who do not need to compile it. See Installed Builds.
Steps 6 and 7 — registration and shortcut
Registration writes the engine path under HKCU\Software\Epic Games\Unreal Engine\Builds as UEViteFork, which is what makes the build selectable in a .uproject file's engine association. The engine association identifier is UE_ViteFork.
The shortcut step creates UEViteFork.lnk pointing at UE4Editor.exe.
Both are also available standalone as LocalBuilds\RegistryAdd.bat and LocalBuilds\MakeShortcut.bat.
Step 8 — debloat
Optionally runs the debloat assistant, offering:
Option | Behaviour |
|---|---|
Move to a recovery folder | Restorable later. Destination is |
Delete permanently | Smallest footprint, not reversible |
Full detail in the Debloat Guide.
Menu mode
ViteSetup.bat menu skips the guided flow and presents the operations individually:
Option | Action |
|---|---|
1 | Check the environment |
2 | Set up dependencies (assistant) |
3 | Generate Visual Studio files |
4 | Build Unreal Engine source |
5 | Setup, then generate Visual Studio files |
6 | Open |
7 | Show setup profiles |
8 | Build installed binary |
9 | Debloat engine (assistant) |
0 | Exit |
Menu mode is what you want for day-to-day work. Regenerating project files after adding a module, or rebuilding after a pull, does not need the whole nine-step flow.
Key paths
Variable | Path |
|---|---|
Editor executable |
|
Installed build staging |
|
Installed build archive |
|
Source cache |
|
Engine association |
|