UE_QuickLaunch is a right-click Unreal Engine project creator/launcher for Windows File Explorer. Right-click on or in a folder, and quickly create a minimal unreal project (uproject
) with the same name as the folder. If an unreal project file already exists, QuickLaunch just opens it.
Download and run UE_QuickLaunch_installer.msi. The installer, by default, installs into c:\Program Files\UE_QuickLaunch
. It will ask for permissions to add the registry settings.
After successfully installing, right-clicking on a folder or an empty area within File Explorer will display it’s context menu. Select QuickLaunch Unreal Engine here to create a new project and launch Unreal Engine.
Note If you don’t see this context menu when you right-click in the folder, it may be because you’re using Windows 11. Windows 11 introduced a new right-click context menu. Click Show more options to bring up the ‘Classic’ right-click context menu.
If you wish, you can configure Windows 11 to use the ‘Classic’ or ‘Legacy’ version of the right-click context menu by following the instructions here.
If you have multiple versions of Unreal Engine installed, a dialog will pop up asking what version of Unreal to launch when creating the new project.
Clicking OK creates and launches an Unreal project based on a minimal unreal project (uproject
) file. The new project will be identical to creating a new UE4 “Blank” template project from the Launcher. In UE5 there are some differences you may want to be aware of.
If you, like me, always enable the same bunch of plugins and project settings every time you start a new Unreal project, you can save some manual project initialization steps and use a QuickLaunch Template project instead.
UE_QuickLaunch v2.1 introduces the ability to use a template project rather than the default minimal unreal project. This gives you the ability to fully customize the type of project created by QuickLaunch.
To use the template feature, create a ue_quicklaunch_template
folder in the UE_QuickLaunch installation directory (ie. C:\Program Files\UE_QuickLaunch
). You can put anything you want into the template folder and its contents will be used to create your new project.
To created a template Unreal Project (uproject
) file, copy an unreal uproject
file to the root of the template folder and name it ue_quicklaunch_template.uproject
. QuickLaunch will copy and rename the file to match your project’s name.
When you launch a new project with your template, the contents of the uproject file will determine which version of Unreal Engine is launched (and which plugins are enabled). If you edit the uproject file and delete the line that specifies the Unreal version, rather than launching a specific version of Unreal, you’ll be presented with the Select Unreal Engine Version dialog.
Warning Multiple Unreal Versions:
When creating or using a template project, the contents have to be compatible with the version of Unreal you’re launching. For example, you may be able to create a template map/level in UE 4.27 and successfully launch it in UE 5.3, but trying to load a UE 5.3 level asset into 4.27 will probably not work.
Unlike asset files, loading config files and (
uproject
) files in different versions seems relatively benign. Watch out for unusual behaviors. In my experience I’ve not seen any problems, but be aware that what a setting does in one version of Unreal may provide a different behavior in another. To be safe, generate your template project in the oldest version of Unreal that you tend to work in.
If you choose to build this from source, everything you need is packaged up as a Microsoft Visual Studio Solution in the src
folder. You’ll need the Visual Studio HeatWave extension to build the installer itself. See the additional notes in the src README.
From within File Explorer
No launcher. No template browser. No waiting. Just one click to sweet, sweet engine-time!
In the launcher based version:
The Modeling Tools Editor Mode plugin is enabled.
The following Project Settings are changed:
Setting | QuickLaunch Project | Launcher Blank Game |
---|---|---|
Project > Target Hardware > Optimize project settings for | “Unspecified”, “Unspecified” | “Desktop”, “Maximum” |
Engine > Rendering > Global Illumination > Dynamic Global Illumination Method | “None” | “Lumen”* |
Engine > Rendering > Shadows > Shadow Map Method | “Shadow Maps” | “VIrtual Shadow Maps (beta)” |
Engine > Rendering > Default Settings > Extend default luminance range in Auto Exposure settings | disabled | enabled |
Platforms > Windows > D3D12 Targeted Shader Formats > SM5 | enabled | disabled |
Platforms > Windows > D3D12 Targeted Shader Formats > SM6 | disabled | enabled |
Platforms > Windows Targeted RHIs > Default RHI | “Default” | “DirectX 12” |
- *enabling Lumen automatically enables several settings that I’ve omitted from the above list because they match once lumen is enabled.
The QuickLauncher project ends up being a just barely lighter starting point then a default Launcher based project, but it’s pretty quick and easy to match those settings if needed.
At it’s core, QuickLaunch works by simply adding some registry hooks that launch a batch file which stubs in your basic project (or template) and launches Unreal.
I’ve written up a short document outlining the registry changes here.
I’d love it if you’d contribute - or just reach out and say, “hi”! Here’s how:
Copyright (c) (2023): Scott Kirvan - All rights reserved
UE_QuickLaunch is licensed under the MIT License.
Project Link: UE_QuickLaunch
CHANGELOG
TODO