Godot Version
4.6.3 Stable
Question
HI,
Very new to Godot, apologies in advance 
I have compiled the editor from stable source, and also compiled the export templates as well. Setting up the compiled templates as custom for Windows seems to work, but I would much rather have a grasp on their proper location etc.
Looking at the precompiled templates archive and reading the docs I see that they should live in:
[User Home]/AppData/Roaming/Godot/export_templates/4.6.3.stable/
I copied the template exe’s etc from the bin folder next to the editor where they had compiled to into that structure, closed and reopened the editor and the sample project I had downloaded. Now, if I go to the export project I still get the “No export template found at expected path” error, but clicking on “Manage Export Templates” and the Export Template Manager says “Export templates are installed and ready to be used”.
Have also tried launching the editor with console so I could see if there were any errors relating to templates, which there are not.
Help much appreciated.
Thanks
Graeme
Hi Graeme!
I only started compiling custom templates recently, and I have been ignoring the warning you mention ever since.
I think the majority of Godot users work with the prefab installer, but in a short while the real experts will be picking up your question. 
The most important bit would be: do your exported executables work and if so, no problem (imho). If not, please provide a screenshot. It helps a lot.
There is a
checkbox for advanced settings after which you can manually set the path to your export templates. I do not have my laptop right now, so I don’t have a visual… I think I show it in this video, though:
(Around minute 2:15)
I also noticed your interest in developing templates for new platforms. I’d love to follow your progress on that. Is there a place you blog about that, a Github or codeberg repository I could watch?
Best and thanks in advance!
PS: sorry for sounding like an LLM at times, it seems like those things were trained with my style of writing (it bothers me now, but at least I don’t use the silly emoji bullet lists! 
)
Hi,
Thanks for the reply, I had tried using the advanced options to manually select the compiled templates and they did work and the project binary worked correctly, I’d like them to work from their more global location however, I like to have things working as intended as much as possible 
Thanks for the best wished on creating console templates, as these are obviously dealing with NDA platforms I won’t be sharing the process I am afraid. I do hope to be able to bring my console porting skills to Godot developers in future which is the aim here, and maybe also feedback to the engine as a whole over time with none prohibited sources
Early days at this point however.
Thanks
Graeme
I think that my suggestion in my answer to your other question would suit your needs best in that case:
Get in touch with the Godot Engine contributors directly via their chat. Or the official Godot discord server (has a lot of active channels as well)