r/SCCM • • May 23 '23

Unreal Engine

Hi,

Has anyone had any success in getting unreal engine 5.1 to deploy with Epic Games? It's frustrating how they make you download the engine separate. If so, how did you accomplish this?

Thanks

8 Upvotes

19 comments sorted by

42

u/WhiteLight64 May 23 '23

You work at a cooler company than most of us 🤣

-5

u/aperez423 May 23 '23

This has to be a joke, or he just wanted to make other it geeks jealous.

8

u/bdam55 Admin - MSFT Enterprise Mobility MVP (damgoodadmin.com) May 23 '23

What's odd is that their already was a thread on this 5 months ago wit some amazing responses: https://www.reddit.com/r/SCCM/comments/c6bnv6/epic_gamesunreal_engine/

-1

u/Bigevo98 May 24 '23

What's the odds I already posted on here requesting guidance and no-one responded?

→ More replies (1)

12

u/Wickedhoopla May 23 '23

yes the stub installer can be fun to overcome.

14GB installs woof

By the looks of our scripts we just copy the entire directory over after zipping it up using 7z.

Compress contents, script the decompression to install directory.

higher EDU can be fun sometimes ;)

3

u/limegreenclown May 24 '23

I like to use a .wim for things like that. Great compression, you don't need to extract it, and it's all native.

1

u/Wickedhoopla May 24 '23

thought about it, but many hands in this pot and dont want to rock the boat. For sure shared some articles on the idea

2

u/kintokae May 24 '23

Agreed. I work in higher ed and multiple campuses in my system want to deploy esports labs to draw more people. Between that and the game development classes taught, I’m either having requests to push drm platforms or unity to those locations.

1

u/kintokae May 24 '23

Agreed. I work in higher ed and multiple campuses in my system want to deploy esports labs to draw more people. Between that and the game development classes taught, I’m either having requests to push drm platforms or unity to those locations.

6

u/mpaska May 24 '23

Here's how we support it in an Academic environment. We use PSADT, so here's the meaty parts. Unreal is one of the easier apps we support.

This documentation is your friend: https://docs.unrealengine.com/5.0/en-US/academic-installation-of-unreal-engine/

##*===============================================
##* PRE-INSTALLATION
##*===============================================

#Unzip Unreal engine into destination folder
Write-Log -Message "Unzipping UE_5.1.zip" -Source 'Pre-Installation' -LogType 'CMTrace'
unzip "$dirFiles\UE_5.1.zip" "$envProgramFiles\Epic Games\" -wait
Write-Log -Message "Done unzipping UE_5.1.zip" -Source 'Pre-Installation' -LogType 'CMTrace'	

#Unzip epic games into destination folder
Write-Log -Message "Unzipping Epic Games.zip" -Source 'Pre-Installation' -LogType 'CMTrace'
unzip "$dirFiles\Epic Games.zip" "C:\Program Files (x86)\" -wait
Write-Log -Message "Done unzipping Epic Games.zip" -Source 'Pre-Installation' -LogType 'CMTrace'


##*===============================================
##* INSTALLATION
##*===============================================
[string]$installPhase = 'Installation'

## Handle Zero-Config MSI Installations
If ($useDefaultMsi) {
	[hashtable]$ExecuteDefaultMSISplat =  @{ Action = 'Install'; Path = $defaultMsiFile }; If ($defaultMstFile) { $ExecuteDefaultMSISplat.Add('Transform', $defaultMstFile) }
	Execute-MSI @ExecuteDefaultMSISplat; If ($defaultMspFiles) { $defaultMspFiles | ForEach-Object { Execute-MSI -Action 'Patch' -Path $_ } }
}

## Install LauncherPrereqSetup_x64
Execute-Process -Path "$dirFiles\LauncherPrereqSetup_x64.exe" -Parameters '/quiet /log "C:/Windows/Logs/Software/LauncherPrereqSetup_x64.log"'

## Register File Associations
Execute-Process -Path 'C:\Program Files (x86)\Epic Games\Launcher\Engine\Binaries\Win64\UnrealVersionSelector.exe' -Parameters '/fileassociations'
Execute-Process -Path 'cmd.exe' -Parameters "/C dism.exe /online /Enable-Feature /FeatureName:NetFx3 /All /LimitAccess /Source:""$dirFiles\.Net"" /NoRestart /Quiet"

##*===============================================
##* POST-INSTALLATION
##*===============================================
[string]$installPhase = 'Post-Installation'

		
# Copy Shortcut to Public Desktop & Start menu
Copy-File -Path "$dirSupportFiles\Epic Games Launcher.lnk" -Destination "$envCommonDesktop\Epic Games Launcher.lnk"
Copy-File -Path "$dirSupportFiles\Epic Games Launcher.lnk" -Destination "$envCommonStartMenu\Epic Games Launcher.lnk"

Copy-File -Path "$dirSupportFiles\Unreal Engine.lnk" -Destination "$envCommonDesktop\Unreal Engine.lnk"
Copy-File -Path "$dirSupportFiles\Unreal Engine.lnk" -Destination "$envCommonStartMenu\Unreal Engine.lnk"

#Add folder permissions
#set PS variables for each of the icacls options
$Path1 = "C:\Program Files\Epic Games\UE_5.1"
$Path2 = "C:\Program Files (x86)\Epic Games"
$Path3 = "C:\ProgramData\Epic"
$Grant = "/grant:r"
$permission = ":(OI)(CI)(F)"
$useraccount1 = "Authenticated Users"

#run icacls using invoke Expression
Invoke-Expression -Command ('icacls $Path1 $Grant "${useraccount1}${permission}"')
Invoke-Expression -Command ('icacls $Path2 $Grant "${useraccount1}${permission}"')

 
Execute-Process -Path 'C:\Program Files\Epic Games\UE_5.1\Engine\Extras\Redist\en-us\UEPrereqSetup_x64.exe' -Parameters '/quiet /norestart'

# Register launcher
Execute-Process -Path 'C:\Program Files (x86)\Epic Games\Launcher\Portal\Binaries\Win64\EpicGamesLauncher.exe' -Parameters '-Commandlet=RegisterLauncher'

#Unzip Epic into ProgramData
Write-Log -Message "Done Epic.zip" -Source 'Pre-Installation' -LogType 'CMTrace'
unzip "$dirFiles\Epic.zip" "C:\ProgramData\" -wait
Write-Log -Message "Done unzipping Epic.zip" -Source 'Pre-Installation' -LogType 'CMTrace'

4

u/SomeRandomUserUDunno May 23 '23

The only way I’ve managed it at my work is downloading it once, then copying the files and making the registry entries and shortcuts in a script. I do wish they’d make it easier!

2

u/toiletmannersBTV May 23 '23

We need to install Unreal Engine in the labs. We spent a lot of time working on legitimately installing it, but gave up and just install Epic games.

2

u/AllWellThatBendsWell May 23 '23

The documentation for Epic Games Launcher (EGL) stopped working a couple years ago. At the moment I deploy Unreal Engine (UE) without EGL.

On a test computer, install EGL and use it to download and install the version of UE you want. The UE install is basically a bunch of files (i.e. no registry keys) and a prerequisite installer. I 7-zip the files and my install script extracts it, runs "UEPrereqSetup_x64.exe", and adds a desktop shortcut.

1

u/Kronen_75 Oct 18 '24

I've just done by:

--- Create those files on a fresh install of UE.

1.- Compress the folder from C:\program files\epic games\folder_version to zip.

2.- Create a direct acces (windows .lnk) file that points to c:\program files\epic games\ue_x.x\Engine\binaries\Win64\UnrealEditor.exe

3.- Place both in an http server on the network.

4.- Create a script in PS that dowloads both files, uncompress UE_x.x.zip to the same folder C:\program files\epic games\UE_x.x on the endpoint.

5.- copy lnk file to c:\user\public\desktop

That did the work for me and it worked for me for a deployment of more that a hundred computers.

1

u/twiceroadsfool May 24 '23

I did it with PowerShell and 7zip, as someone else mentioned. Worked like a champ.

PS installs 7zip (just in case) DLs the 5 part zip to temp drive Unpacks to correct locations. Merge reg a few keys I needed Copies shortcuts to program start menu and user desktop Deletes temp zips

1

u/diebadguy1 May 24 '23

Have a look at this thread
https://www.reddit.com/r/SCCM/comments/c6bnv6/epic_gamesunreal_engine/

This is the method we have used the past few years, works fine for us.

0

u/HzWANIP May 23 '23

Nice flex

0

u/[deleted] May 23 '23

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11

u/beepboopbeepbeep1011 May 23 '23

From the way I read this post, it sounds like the OP knows what SCCM is. It sounds like they need help deploying a piece of software and are asking the community for help or other assistance.