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my windows machine has been being difficult when trying to compile ue5 on it so i want to try linux in a vm them transfer the files using my nas as an intermediary.

how would i go about setting up the compiler to compile the windows exe and not the linux app file

 

i am using linux in a vm because windows vms are unusably slow and i dont want to die waiting for the compile

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Short answer no, long answer maybe. Although you can use something like MinGW-w64 to compile a project on Linux for a Windows OS, with something like UE5 you're likely going to run into a ton of error's. You can more easily remotely compile by invoking the MSVC compiler remotely on a windows machine but that's not what you're asking. Even if compilation and linking was successful there are no guarantee's that it would run correctly because both the compiler and the build system are completely unverified and untested.

 

You also have another obstacle to accomplishing this...solution/make files. Unreal is a complex beast with a very complex custom build system, which you have to recreate precisely for a windows environment, but you don't have their tooling available to generate make files and to properly invoke MSVC.

 

I've seen enough from your previous posts that you simply don't know enough about Unreal, C++, and large scale software projects to actually accomplish this. This isn't a small undertaking and I highly suggest you figure out how to compile it natively on Windows because that's how it was designed to be done and that will also yield the quickest results.

 

TL;DR don't bother.

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32 minutes ago, trag1c said:

Short answer no, long answer maybe. Although you can use something like MinGW-w64 to compile a project on Linux for a Windows OS, with something like UE5 you're likely going to run into a ton of error's. You can more easily remotely compile by invoking the MSVC compiler remotely on a windows machine but that's not what you're asking. Even if compilation and linking was successful there are no guarantee's that it would run correctly because both the compiler and the build system are completely unverified and untested.

 

You also have another obstacle to accomplishing this...solution/make files. Unreal is a complex beast with a very complex custom build system, which you have to recreate precisely for a windows environment, but you don't have their tooling available to generate make files and to properly invoke MSVC.

 

I've seen enough from your previous posts that you simply don't know enough about Unreal, C++, and large scale software projects to actually accomplish this. This isn't a small undertaking and I highly suggest you figure out how to compile it natively on Windows because that's how it was designed to be done and that will also yield the quickest results.

 

TL;DR don't bother.

got it worth asking i will just need to wait till they have the 2nd EA build precompiled

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