Unreal Engine Vite Help

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 UEViteFork.lnk on the desktop

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 -exclude argument to Setup.bat

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 UE4Editor, ShaderCompileWorker and UnrealLightmass in the source tree, Win64 Development

Binary Installed Build

Incremental BuildGraph run producing LocalBuilds\Engine\Windows plus UE_ViteFork.7z

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 ViteDebloat_Moved next to the engine folder. Recommended.

Delete permanently

Smallest footprint, not reversible

Full detail in the Debloat Guide.

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 UE4.sln

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

Engine\Binaries\Win64\UE4Editor.exe

Installed build staging

LocalBuilds\Engine\Windows

Installed build archive

LocalBuilds\Engine\UE_ViteFork.7z

Source cache

UE4_Source_Cache

Engine association

UE_ViteFork

See also

03 August 2026