F13th devbuild source 2018 (v1.1)

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Friday the 13th: The Game - Source Code Build Guide
Complete Tutorial for Compiling SummerCamp UE 4.18.3 Project



Table of Contents

  1. #Prerequisites
  2. Initial Setup
  3. Fixing Missing Dependencies
  4. Fixing SDK Compatibility Issues
  5. Building the Project
  6. Launching the Editor
  7. Troubleshooting



#Prerequisites

Required Software

Visual Studio 2017 (Community, Professional, or Enterprise)

Unreal Engine 4.18.3 Full source

System Requirements
  • Windows 10/11
  • 16GB+ RAM (recommended)
  • 50GB+ free disk space
  • Multi-core processor (faster compilation)



Initial Setup

Step 1: Extract the Source Code

Extract the leaked SummerCamp source to:
Code:
C:\SCDev

Your directory structure should look like:
Code:
SCDev/
├── Engine/
├── SummerCamp/
├── FeaturePacks/
├── Setup.bat
├── GenerateProjectFiles.bat
└── …



Fixing Missing Dependencies

Step 2: Copy Unreal Engine 4.18.3 Full Source

The leaked source is missing the Engine\ folder. You need to get it from the official UE 4.18.3 release.

Instructions:

  1. Download UE 4.18.3 from GitHub:
    https://github.com/EpicGames/UnrealEngine/archive/refs/tags/4.18.3-release.zip
  2. Open the ZIP file using WinRAR or 7-Zip
  3. Navigate inside the ZIP to:
    Code:
    UnrealEngine-4.18.3-release\Engine\
  4. Copy the entire Full Source folder
  5. Paste it to:
    Code:
    C:\SCDev\Engine\

Step 3: Fix PS4 LibScePad Missing Files

The project requires PS4 SDK files that are not included in the leaked source. Without these, the build will fail.

Instructions:

  1. Navigate to:
    Code:
    C:\SCDev\Engine\Source\ThirdParty\PS4\LibScePad
  2. Create a new folder named NoRedist
  3. Open libScePad for PC Games.zip using WinRAR or 7-Zip
  4. Copy the contents from the root directory of the ZIP
  5. Paste into:
    Code:
    C:\SCDev\Engine\Source\ThirdParty\PS4\LibScePad\NoRedist



⚙️ Fixing SDK Compatibility Issues

Step 4: Understanding the Windows SDK Problem

The Issue:
UE 4.18 was built for Visual Studio 2017 and is incompatible with Windows SDK 10.0.26100.0 (which is needed for UE5).

The compiler will fail with this error:
Code:
Error C3861: '_mm_loadu_si64': identifier not found

This happens because SDK 10.0.26100.0 introduced modern CPU intrinsics that don't exist in the VS2015/VS2017 compiler toolchain.

The Solution:
Temporarily rename the incompatible SDK during compilation to force the compiler to use an older, compatible version.

Step 5: Check Your Installed SDKs

Open Command Prompt and run:
Code:
dir "C:\Program Files (x86)\Windows Kits\10\Include"

You should see folders like:
Code:
10.0.17763.0   ← Compatible with UE4.18 ✅
10.0.26100.0   ← Incompatible with VS2017 ❌

Step 6: Temporarily Rename the Incompatible SDK

⚠️ Open Command Prompt as Administrator and run:

Code:
cd "C:\Program Files (x86)\Windows Kits\10\Include"
ren 10.0.26100.0 10.0.26100.0.BAK

This forces the compiler to use SDK 10.0.17763.0 instead.

Important said:
⚠️ Remember to rename it back after building if you need it for UE5!

To restore:
Code:
ren 10.0.26100.0.BAK 10.0.26100.0



Building the Project

Step 7: Run Setup and Generate Project Files

Open Command Prompt in your project directory:

Code:
cd /d C:\SCDev
Setup.bat
GenerateProjectFiles.bat

Expected output:
Code:
Setting up Unreal Engine 4 project files…
Discovering modules, targets and source code for project…
Binding IntelliSense data… 100%
Writing project files… 100%

Step 8: Clean Intermediate Files (Optional)

If you're rebuilding after errors or want a clean build, run:

Code:
rd /s /q Engine\Intermediate
rd /s /q SummerCamp\Intermediate
GenerateProjectFiles.bat

Step 9: Open the Solution in Visual Studio 2017

Important said:
⚠️ The .sln file is generated in the SCDev root directory, not inside the SummerCamp subfolder.

After running GenerateProjectFiles.bat, navigate to:
Code:
C:\SCDev\
You should see SummerCamp.sln there. If you only see UE4.sln, see the Troubleshooting section below.

  1. Navigate to: C:\SCDev
  2. Double-click SummerCamp.sln to open it in Visual Studio 2017

Step 10: Configure Build Settings

In Visual Studio:

  1. In Solution Explorer, find "SummerCamp (Visual Studio 2015)" under the Games folder
  2. Right-click it and select "Set as StartUp Project"
  3. At the top toolbar, configure:
    • Configuration: Development Editor
    • Platform: x64 (or Win64)

Step 11: Build the Solution

Press F7 or go to Build → Build Solution

Build Time said:
⏱️ First build: 30-60 minutes (depending on your CPU)

☕ Grab a coffee and be patient!

Expected result:
Code:
========== Build: 38 succeeded, 0 failed, 9 up-to-date, 5 skipped ==========



Launching the Editor

Step 12: Restore the SDK (if renamed)

⚠️ Open Command Prompt as Administrator and run:

Code:
cd "C:\Program Files (x86)\Windows Kits\10\Include"
ren 10.0.26100.0.BAK 10.0.26100.0

Step 13: Launch Unreal Editor

Method 1: From Visual Studio
  • Press Ctrl+F5 (Run without debugging)
  • OR press F5 (Run with debugging)

Method 2: Launch Directly
  1. Navigate to: C:\SCDev\Engine\Binaries\Win64
  2. Double-click UE4Editor.exe
  3. Click "Browse" and select C:\SCDev\SummerCamp\SummerCamp.uproject

Method 3: Double-click the .uproject
  1. Navigate to: C:\SCDev\SummerCamp
  2. Double-click SummerCamp.uproject

SUCCESS! The editor should now be running!



️ Troubleshooting

Common Errors and Solutions

Cause: The engine couldn't find the SummerCamp project. It uses a file called UE4Games.uprojectdirs to locate game projects, and your folder structure doesn't match what that file expects.

Solution:
  1. Open C:\SCDev\Engine\UE4Games.uprojectdirs in Notepad
  2. Check what path is listed — it will be something like ../Games/
  3. Make sure your SummerCamp folder is located where that path points. The expected structure is:
    Code:
    SCDev/
    ├─ Engine/
    ├─ Games/
    │   └─ SummerCamp/
    │       ├─ Config/
    │       ├─ Content/
    │       ├─ Source/
    │       └─ SummerCamp.uproject   ← must be inside the SummerCamp folder
    └─ GenerateProjectFiles.bat
  4. Do not move SummerCamp.uproject out of the SummerCamp folder. It must stay inside it.
  5. Run GenerateProjectFiles.bat again from the SCDev root. You should now get SummerCamp.sln.

Cause: Windows SDK 10.0.26100.0 is incompatible with VS2017

Full Error:
Code:
Error C3861: '_mm_loadu_si64': identifier not found
C:\Program Files (x86)\Windows Kits\10\include\10.0.26100.0\ucrt\wchar.h(316)

Solution: Rename the SDK folder as described in Step 6:
Code:
ren "C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0" 10.0.26100.0.BAK

Cause: VS 2017 version 15.9.x introduced stricter compiler conformance rules that break some UE 4.18 code that previously compiled fine. This is a known issue with newer 15.9.x builds.

Full Error:
Code:
Error C2668: 'GetBasePassShaders': ambiguous call to overloaded function
Engine\Source\Runtime\Renderer\Private\BasePassRendering.h  line 1152

Solution 1 — Disable /permissive- (recommended):
  1. In Visual Studio, right-click the UE4 project in Solution Explorer → Properties
  2. Go to C/C++ → Command Line
  3. In the Additional Options box, add /permissive (without the minus sign)
  4. Click Apply and rebuild

Solution 2 — Use an older compiler toolset:
  1. Go to Project Properties → General → Platform Toolset
  2. Switch to an earlier v141 variant if available

Note: VS 2017 versions 15.6–15.7 are known to build UE 4.18 cleanly without this workaround. If you continue hitting compiler issues, installing an older VS 2017 build alongside your current one is a reliable fallback.

Cause: Git or internet connection issues

Solution:
  • Make sure Git is installed
  • Run Command Prompt as Administrator
  • Check internet connection
  • Manually download dependencies if needed

Cause: Missing Engine binaries

Solution: Copy binaries from official UE 4.18.3 release (see Step 2)

Cause: Required SDK version not installed

Solution:
  1. Open Visual Studio Installer
  2. Click Modify on VS 2017
  3. Install Windows 10 SDK (10.0.17763.0)
  4. Restart Visual Studio

Cause: Missing PS4 LibScePad files

Solution: Follow Step 3 to add the NoRedist folder with libScePad files

Possible Causes:
  • Corrupted intermediate files
  • GPU driver issues
  • Missing Visual C++ Redistributables

Solutions:
  1. Clean and rebuild:
    Code:
    rd /s /q Engine\Intermediate
    rd /s /q SummerCamp\Intermediate
  2. Update GPU drivers
  3. Install latest Visual C++ Redistributables



Build Automation Script (Optional)

Create a batch file build_summercamp.bat to automate everything:

Code:
@echo off
echo ========================================
echo SummerCamp UE 4.18.3 Build Script
echo ========================================
echo.

echo [1/5] Hiding incompatible SDK 10.0.26100.0…
ren "C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0" 10.0.26100.0.BAK
if errorlevel 1 (
echo ERROR: Failed to rename SDK. Run as Administrator!
pause
exit /b 1
)

echo [2/5] Cleaning intermediate files…
cd /d C:\SCDev
rd /s /q Engine\Intermediate 2>nul
rd /s /q SummerCamp\Intermediate 2>nul

echo [3/5] Generating project files…
call GenerateProjectFiles.bat

echo [4/5] Building project…
"C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\Bin\MSBuild.exe" ^
SummerCamp\SummerCamp.sln ^
/t:Build ^
/p:Configuration="Development Editor" ^
/p:Platform=x64 ^
/m ^
/v:minimal

echo [5/5] Restoring SDK 10.0.26100.0…
ren "C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0.BAK" 10.0.26100.0

echo.
echo ========================================
echo Build Complete!
echo ========================================
pause

To use: Right-click and "Run as Administrator"



Additional Notes

For UE5 Users

If you have Unreal Engine 5 installed, remember to restore SDK 10.0.26100.0 after building UE 4.18 projects:

Code:
ren "C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0.BAK" 10.0.26100.0

Project Structure Overview

  • Engine/ - Unreal Engine 4.18.3 source code
  • SummerCamp/- Game project files
    • Content/ - Game assets, maps, blueprints
    • Source/ - C++ source code
    • Config/ - Configuration files

Exploring the Source

Once the editor is open, you can explore:
  • Maps - Multiplayer levels, Virtual Cabin
  • Blueprints - Game logic and mechanics
  • C++ Source - Core game systems
  • Assets - Characters, weapons, animations



Credits:
  • Anonymous
  • Tutorial: Community contributed



Happy Private Server!

If this tutorial helped you, please give it a Like and share with others!



Changelog

v1.1 - Guide corrections and new troubleshooting entries
  • Fixed Step 9 path clarification — SummerCamp.sln is in SCDev root, not SummerCamp subfolder
  • Added troubleshooting entry for UE4.sln being generated instead of SummerCamp.sln
  • Added troubleshooting entry for C2668 GetBasePassShaders compiler error

v1.0 - Initial tutorial
  • Setup instructions
  • SDK compatibility fix
  • Build automation script
  • Troubleshooting guide
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Latest updates

  1. Guide updated v1.1 (improved clarity & new troubleshooting)

    Update message: The build guide has been updated to v1.1. If you've been struggling to follow...

Senku Aoki

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I feel like it's getting close. Moving the SummerCamp.uproject from SummerCamp to the root seemed important. But when I GenerateProjectFiles it makes a UE4.sln in the root (sc_dev), there is no SummerCamp.sln anywhere.

Tried using UE4.sln but it couldn't build SummerCamp. So I think I'm still missing some steps or making some mistake.

Should I be using the GenerateProjectFiles from the UE4 or from the SC DEV? I also notice that UE4Games.uprojectdirs differs between them.
The fix is the .uprojectdirs file. Open Engine/UE4Games.uprojectdirs and check what paths are listed in there. It will contain relative paths like ../Games/ or ../../Games/ that tells GenerateProjectFiles.bat where to look for .uproject files.


Your folder structure will need to match what is in that file. A typical source build expects something like:

Code:
SC_Dev/
├─ Engine/
├─ Games/
│   └─ SummerCamp/
│       ├─ Config/
│       ├─ Content/
│       ├─ Source/
│       └─ SummerCamp.uproject   <-- uproject lives INSIDE the project folder
└─ GenerateProjectFiles.bat


So the steps are:
  1. Open Engine/UE4Games.uprojectdirs and note the path(s) listed
  2. Create the folder structure so SummerCamp/ (with its Config, Content, Source, and .uproject) sits inside whatever directory that file points to (usually Games/)
  3. Move SummerCamp.uproject Back inside the SummerCamp folder, if you moved it out
  4. Run GenerateProjectFiles.bat from the SC_Dev root, not from inside Engine


After that, it should generate SummerCamp.sln (or include SummerCamp as a target inside the solution) And you should be able to build from there.


Also, a correction on my end: SummerCamp.uproject should stay inside the SummerCamp folder, moving it to the root was a red herring that came from my earlier incorrect diagram. This was my mistake, and I will fix it in the description later.
 

mzmz

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Mar 10, 2026
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Thanks again, I have it generating SummerCamp.sln but there seems to be one last issue. Atleast I hope it's the last one. I'm getting this error on compiling:
Code:
Severity    Code    Description    Project    File    Line    Suppression State
Error    C2668    'GetBasePassShaders': ambiguous call to overloaded function    UE4    d:\gamesleakedfullsource\sc_dev\engine\source\runtime\renderer\private\BasePassRendering.h    1152

I've been looking around for a fix but I haven't found any information that solves the issue yet. I'm using VS 2017, version 15.9.78 and the Win10 SDK is version 10.0.17763.0, though the install file I remember the .0 at the end was instead some number around 1000 if I remember.

I've read things saying the error could be due to some compiler issue possibly to do with the /permissive options or something like that but I couldn't figure out anything that would help.
 

mzmz

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Mar 10, 2026
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Sorry for another double post but I've been trying a lot of things and I was wondering for anyone that succeeded in building the source, what version of VS 2017 was used? I'm starting to wonder if the latest 15.9.78 is the problem.

Trying my best to find anything I could be doing wrong. In doing so I actually get different build errors than before. I've tried following the directions exactly as given and then some other variations but no luck yet. I appreciate any help.
 

Senku Aoki

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Sorry for another double post but I've been trying a lot of things and I was wondering for anyone that succeeded in building the source, what version of VS 2017 was used? I'm starting to wonder if the latest 15.9.78 is the problem.

Trying my best to find anything I could be doing wrong. In doing so I actually get different build errors than before. I've tried following the directions exactly as given and then some other variations but no luck yet. I appreciate any help.
Good progress, you're almost there! The C2668 'GetBasePassShaders' error is not something you did wrong, it's a known compiler bug with newer VS 2017 versions (15.9.x). Here's how to fix it:


  1. In Visual Studio, go to Solution Explorer Right-click the UE4 project → Properties Go to C/C++ → Command Line In the Additional Options box, type /permissive (without a minus sign at the end)
  2. Click Apply, then try rebuilding again


This tells the compiler to be less strict about overload resolution, which is what's tripping up the UE 4.18 code.


Regarding your VS version, 15.9.78 is indeed the problematic range. Versions 15.6–15.7 build UE 4.18 cleanly without needing this workaround, but the fix above should be enough to get you past it without having to downgrade. I've also added this to the Troubleshooting section of the guide so the next person doesn't have to go digging.
 

mzmz

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Mar 10, 2026
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I'm working on it again today, trying to figure it out. But I have to get back to the state where that was my only error.

So when I go to Solution Explorer and Properties on UE4, there is no C/C++ option anywhere. No Command Line. I have:
Configuration Properties which has 4 things under it.
General
Debugging
VC++ Directories
NMake

Under NMake there is under IntelliSense a field called Additional Options. It describes it as Specifies additional compiler switches to be used by Intellisense when parsing C++ files.

So I may be missing something since I don't think that is where permissive goes.

I have a new bunch of errors showing up when trying to build today as I may have done something slightly different. It complains a lot about this error:
error C3668: 'AILLPlayerState::SetUniqueId': method with override specifier 'override' did not override any base class methods

There are many instances of the same error about override. I'll have to figure out what I did differently where I only got the GetBasePassShaders error. I did try looking around for the older version of VS but it seems very hard to find.
 

mzmz

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Mar 10, 2026
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I found that in Configuration Properties > General, you have to set Configuration Type to Application (.exe) to get the C/C++ option to add that option.
Unfortunately I'm not done with build errors. It seemed the 'GetBasePassShaders' still showed up after changing the C/C++ option to add /permissive but I was also getting a bunch of things like: " fatal error C1034: renderdoc_app.h: no include path set "
 

mzmz

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Mar 10, 2026
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I do seem stuck with the error related to
Code:
Error    C2668    'GetBasePassShaders': ambiguous call to overloaded function    SummerCamp    d:\scdev\engine\source\runtime\renderer\private\BasePassRendering.h    1152

Does anyone know of an archive that has older versions of Visual Studio 2017 like 15.6? I haven't had much luck in locating anything like that. Microsoft supposedly might have something if you purchase some subscription but it seemed rather vague.

I've tried various methods to get it to compile using the older toolset/compiler but it never seems to fix it.
 
Last edited:

mzmz

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Mar 10, 2026
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I did manage to get the project to build, but I haven't been able to locate the "Backend" server to potentially make a new client connect to to restore normal style online play. Does anyone know if this exists in here?