So what do you want, create a compiler?
Create a game SDK?
Create a build tool?
Unreal Engine does not rely on a toolkit, they wrote there code from scratch as a game engine using only the C++ Standard Library and OS depdenant API wrapped into some kind of abstracted interface. This is how game engine swork usually, abstracting everything away for your convenience.
The closest you could come along with is grabbing some third party libraries and bundle them into a toolkit or start writing this on your own.
What they also did is writing their own build pipeline via Unreal Build Tool (UBT). It is a C# application that compiles C# code (*.build.cs files) describing every module in their engine and user modules in the project. The tool then executes a set of tasks depending on the configuration you set in the editor (passed as command line arguments) and configuration classes of your project. A task could for example be to call the C++ compiler (MSVC or clang) with the files of your game and certain build config or to create project files to be used in your favourite IDE.
Unfortunately, Unreal is the only game creation software I know doing this at the moment. Unity for example has a fixed build pipeline and handles modules using *.asmdev files so there won't be any books or resources for you to pickup other than our project on GitHub.
My approach is a bit different, I assume that a path is considered a project if it contains code files, otherwise every sub-folder is considered to be an own project. I then collect those files using different processor units (PUs) and depending on the PU (coding language) pass the collection of files per folder into the coresponding pipeline. This way I can have C# and C++ files stay along each other but be handled from different pipeline to for example create a C++ project file or push the directory to the C# compiler as a build task