Invalid Executable when Compiling with MinGW on Windows

Godot Version

4.2.1-stable

Question

I’m trying to build Godot from source for Windows x86-64 on Windows 11 22H2 (22621.3007) 64bit, and all builds using MinGW result in invalid binaries. (according to Windows) When running godot.windows.editor.dev.x86_64.console.exe I get “CreateProcess failed, error 193” and when running godot.windows.editor.dev.x86_64.exe I get “The specified executable is not a valid application for this OS platform”. I have been able to run the editor no-problem when using MSVC.

The build command:

scons use_mingw=yes platform=windows compiledb=yes dev_build=yes target=editor optimize=debug -j8

scons start-up message:

scons: Reading SConscript files ...
Using MinGW, arch x86_64
Building for platform "windows", architecture "x86_64", target "editor".
NOTE: Developer build, with debug optimization level and debug symbols (unless overridden).
Checking for C header file mntent.h... no
scons: done reading SConscript files.
scons: Building targets ...

Toolchains I have tried: (All x86-64 GCC SEH with POSIX threads)

Am I missing something?

Addendum: I realize I’m a heavy user of Scoop and I should have tried setting things up by hand as well, but Scoop probably isn’t the culprit. Build takes forever on my machine so sorry if I wasn’t thorough enough.

Edit: added scons start-up messages, clarified that I’m only compiling for 64bit

Edit: added Windows version, further clarifications

1 Like

I don’t know why, this used to work fine, but removing the dev_build=yes option works for me.