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Unreal Engine path
Tell uVersion where Unreal Engine is installed: automatic detection, manual entry, exactly which folder to choose, and why detection never succeeds on Linux.
uVersion needs to know where Unreal Engine is installed in order to compile your project, generate the project files, open the editor, package a build and install the plugin matching your engine version.
In most cases, nothing to do
The client reads the engine version declared in your .uproject file
and finds the installation on its own:
- Windows: through the registry, then through the Epic launcher inventory file. Works for a launcher install as well as an engine compiled from source.
- macOS: through the standard location of Epic installs, or through the inventory file for a compiled engine.
- Linux: only for an engine compiled from source.
The path that is found is saved in the .uversion/ folder of your
workspace. If you later switch your project to a different engine version, detection
runs again; if it fails, the path is cleared so the interface asks you for it again
rather than compiling with the wrong engine.
Manual entry
1. Locate the Unreal toolbar
Open your workspace tab. The Unreal toolbar sits on the
right of the Files / History / Pending tab row: a plugin status
badge, a folder icon, then Open Editor, Compile,
Package, Publish Build, Sync,
Status and a gear menu. It only appears once a
.uproject file has been found.
2. Recognise the “missing path” state
When the path is not known, the plugin status badge turns orange and shows Set engine path instead of the plugin version number. That is the signal, and it is also the shortcut: clicking it opens the folder picker directly, without going through the menu. The plugin cannot install itself while this path is missing, since it has to match your engine version.
3. Open the gear menu
The other route, the one that shows the currently saved path: click the gear button followed by a chevron, to the right of Status (its tooltip reads More actions). Choose Set Engine Path...: the line carries a subtitle showing the path in force, or the words Not configured if there is none. It is the only place in the client that tells you what is saved.
4. Point to the folder
By either route, a folder picker opens, titled Select Unreal Engine installation folder. The exact folder to point to is described below: that is where almost every mistake is made.
Which folder to choose
Choose the engine root, the one that contains the
Engine folder. For example:
C:\Program Files\Epic Games\UE_5.6D:\EpicGames\UE_5.7/Users/Shared/Epic Games/UE_5.6
Not Engine, and not Engine/Binaries/Win64. The criterion
can be checked by eye, and that is exactly what the screenshot below shows: the
folder you point to must contain an Engine folder, and that one must
contain Build/BatchFiles and Binaries. If either is
missing, the path is refused with a message that begins with
Invalid Unreal Engine path.
An engine compiled from source is accepted without restriction, even outside Epic's usual install locations.
Where the client asks for it
As long as the path is not set, several commands behave differently. This is useful to know, because otherwise it looks like buttons that do not respond.
- Compile, Generate Project Files, Publish Editor Binaries and Open Editor open the folder picker instead of acting. Once the path is chosen, you have to click the button again to actually start the action.
- Package is simply disabled, with the tooltip Set Engine Path first.
- The plugin status badge turns orange and shows Set engine path: see step 2 above.
- When you check in C++ code files, a banner reminds you that the path is required: a code check-in compiles before being validated.
- After a clone, the message Unreal Engine not set: skipped the build indicates that the automatic compilation was skipped. Set the path, then click Compile.
Pitfalls
The path is saved per workspace, not globally
It lives in the .uversion/ folder of the workspace concerned. A second
workspace will ask you for it again, even on the same machine and with the same
engine. The Settings page contains nothing about this: that is normal, do not look
for it there.
The Unreal panel does not appear at all
The client looks for the .uproject file at most three levels deep below
the workspace root. Any lower and it does not find it, and the panel stays hidden
with no message. If your project is buried deeper, the workspace
root is probably the wrong choice.
The Compile button does not exist for me
It only appears for a C++ project. A pure Blueprint project has nothing to compile. Likewise, publishing editor binaries is not offered on Linux.
“Invalid Unreal Engine path”
The refusal arrives in a small system window, right after your choice. The message
repeats the refused path and its reason:
is not a recognizable engine install (missing Engine/Build/BatchFiles or
Engine/Binaries, or path canonicalization failed). You have probably gone one
level too deep: go back up to the folder that contains Engine. The same
message covers the case of a path pointing to a link that does not resolve.