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Project Aether

Every Weapon. Every Map. One game. · By Verrial

Regarding the UE Fork

A topic by Setnour6 created 44 days ago Views: 242 Replies: 5
Viewing posts 1 to 3

Building the UE Fork on my gaming computer with the given instructions takes up more than 500 GB of storage. No joke, running setup.bat used up 235 GB and there was still more dependencies to update. Note that this was all done in an external hard drive because my PC storage is full. Is there a different way I can set the fork up so I can actually have room for the actual project itself (not like I’ll have time to modify it but just to learn a bit of UE like that)? Maybe the instructions on the repository were outdated or if there was some stuff I have to skip?

Developer(+1)

You will need that much storage to START with, after it’s downloaded, built and running you can delete things like PDB’s to get it back down to under 100gb. I will include a script in the fork soon that automatically does it for people, don’t worry. 

Sounds good! I’m trying again anyways with a few things deleted and some PDB stuff I found that are now deleted as well just to see if I can get this to work.

(4 edits)

Hello again! I cleared several things from both my computer and external SSD and have gotten to the building phase as per the instructions. I did notice that there were over 8000 modules to be made, as opposed to when I heard that there would be less modules to make; I am legitimately using the native-spec branch. It’s also been more than 45 minutes for me. Is there something I may have forgotten to do or have made a mistake on? image.png I don’t understand the integration configuration stuff. I’m used to using Visual Studio in general, so I just decided to build from there (and I haven’t touched it in a while).

I decided to redo everything with more proper steps, 684 GB of SSD storage this time, and I have 2 extra modules to build for some reason. I ended up with 5551 modules left to build and 18 or so GB of storage left. Could I just remove extra module folder stuff from UE5 -> Source -> Editor with or without consequence? image.png

Wouldn't it be better to just compile it without the debug symbols if you're just going to delete them anyway?