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Here is a detailed walkthrough of every step required to successfully compile and run the blank C++ project template with a custom engine cloned from Git.

  1. First you should download and install the latest CryEngine launcher from
  2. Create a New C++ blank project from the CryEngine launcher. This will download corresponding release version of the engine if it has not been installed previously.
  3. Run the following git command to make a local clone for your custom engine git clone --branch main
  4. Download the required SDKs from release page:
  5. Run cry_waf.exe from the custom engine and create a gamesdk project. Open the generated solution and compile [GameSDK] Profile x64
  6. Copy the engine .pak-files from a release build to the custom engine. You can easily find the location of a downloaded release engine by navigating to "Library/Installed Engines" from within the CryEngine launcher and selecting "Reveal in explorer" from the engine versions dropdown button. If you avoid this step the custom engine will crash due to missing DDS files.
  7. Run the batch file Tools\RegisterLocalBuild.bat from your newly cloned custom engine. This will register the cloned engine path under the name "local"
  8. Go to your Blank C++ project folder and modify your project.cfg's "engine_version=local"
  9. Run Code_CPP.bat from within the same folder and build Release x64

You may now run your game project using a custom engine from Visual Studio or the Game.bat file. See comments below for issues regarding Sandbox and custom engines that need to discuss.


  • Editor.bat will no longer work after modifying the project.cfg engine version to a custom engine, as we do not provide Sandbox with the custom engine. As long as we do not provide an option for custom Sandbox we need an easy way to suggest what release version of Sandbox to use for a project using a custom engine. This is required for CryEngine launcher as well as Editor.bat.
  • As we do not provide an option for custom Sandbox the custom engine modifications a user is able to do will always be limited minor changes so that his Game.dll remains compatible with the release version of Sandbox and his custom engine.
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