WINDOWS: Prerequisites: VisualStudio 16.0 (2019), CMake (3.13 or newer), Python 3, Windows Driver Kit (WDK) [1] Build: Open a Visual Studio Developer Command Prompt. Run "Build_ShaderConductor_Win64.bat" script. Intermediate files, including VisualStudio solution, will be stored at "%ROOT_UE4_PATH%\Intermediate\ShaderConductor\ShaderConductor.sln" where %ROOT_UE4_PATH% is the path to your UE4 Perforce repository. Modify %ROOT_UE4_PATH%\Engine\Source\ThirdParty\ShaderConductor\ShaderConductor\Source\Core\ShaderConductor.cpp to the direct path for the DLL: e.g. #ifdef _WIN32 const char* dllName = "D:\\P4\\DevR\\Engine\\Intermediate\\ShaderConductor\\External\\DirectXShaderCompiler\\RelWithDebInfo\\bin\\dxcompiler.dll"; or const char* dllName = "D:\\P4\\DevR\\Engine\\Intermediate\\ShaderConductor\\External\\DirectXShaderCompiler\\Debug\\bin\\dxcompiler.dll"; You should be able to compile/build/run ShaderConductorCmd project with the command line dumped on ShaderConductorCmdLine.txt. MAC: Prerequisites: git, ninja, CMake (3.13 or newer), clang, Python 3 Build: Run "UE4_Build_ShaderConductor_Mac.command". Intermediate files will be stored at "Build/" in the current working directory. This command takes one optional command line argument "-debug" to generate ShaderConductor with debug symbols and without optomization. [1] WDK for Windows 10: https://docs.microsoft.com/en-us/windows-hardware/drivers/download-the-wdk#download-icon-step-2-install-wdk-for-windows-10-version-1903