unreal-packaging
Skill399 starsChanged 3 months agoMITView on GitHub
Package and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map, and command-line builds with RunUAT BuildCookRun. Use when packaging a build, making a shipping build, cooking content, configuring packaging settings, or when the user mentions package Unreal, cook content, shipping build, or BuildCookRun.
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 0 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 25
Use when producing a build (test or release), choosing Development vs Shipping, cooking content, configuring Packaging / Maps & Modes …
- Very specific: line 28
Use when the project has a *.uproject and Config/Default*.ini, and the goal is a packaged player rather than running in-editor.
≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Unreal Packaging & Cooking
Turn a UE5 project into a runnable, distributable build: choose the right build configuration, cook content, set the launch map, and package — from the editor or the command line. Targets UE 5.4+.
When to use
- Use when producing a build (test or release), choosing Development vs Shipping, cooking
content, configuring Packaging / Maps & Modes settings, or automating builds with
RunUAT BuildCookRunfor CI. - Use when the project has a
*.uprojectandConfig/Default*.ini, and the goal is a packaged player rather than running in-editor.
When not to use: storefront submission/release process → steam-publish / itch-publish.
Editor-time gameplay/iteration is not packaging.
Core workflow
- Set the launch map. Project Settings → Maps & Modes → Game Default Map is what a packaged build loads first. Wrong/empty here is the most common "packaged game is black" cause.
- Pick the build configuration: Development (default; optimized but keeps logging/
stats/console for testing) vs Shipping (all optimizations, debugging tools stripped — for
release).
DebugGame/Debugare for debugging engine/game code and aren't for distribution;DebugGameisn't available for Blueprint-only projects. - Understand cook vs package. Cooking converts assets to the target platform's format
and packs them into
.pakfiles. Packaging bundles the compiled executable + cooked content into a standalone, distributable set of files. Packaging runs a cook as part of it. - Package from the editor: the Platforms menu → choose the platform (e.g. Windows) → set the Binary Configuration → Package Project → pick an output folder.
- Or build from the command line with the Unreal Automation Tool (
RunUAT BuildCookRun) for repeatable/CI builds. - Tune Packaging settings (Project Settings → Packaging): which maps/directories to cook, full-rebuild, compression, and whether to build all maps.
- Verify by running the packaged build, not just by a successful cook — launch the executable and confirm it loads the right map and runs.
Patterns
1. Editor packaging (the menu path)
Platforms (toolbar)
-> Windows
-> Binary Configuration -> Development | Shipping
-> Content Management -> Package Project
-> choose/confirm the staging output folder2. Command-line build with UAT (CI-friendly)
# Cook + build + stage + pak + archive a Shipping Windows build.
RunUAT BuildCookRun \
-project="C:/Path/MyGame.uproject" \
-noP4 -platform=Win64 -clientconfig=Shipping \
-cook -allmaps -build -stage -pak -archive \
-archivedirectory="C:/Builds/MyGame"RunUAT lives in Engine/Build/BatchFiles/ (RunUAT.bat on Windows, RunUAT.sh on
macOS/Linux). Drop -allmaps and pass -map=Map1+Map2 to cook a subset.
3. Cook only (no packaging), e.g. to refresh content
RunUAT BuildCookRun -project="C:/Path/MyGame.uproject" -noP4 \
-platform=Win64 -clientconfig=Development -cook -skipstagePitfalls
- Packaged build loads a black/empty level — Game Default Map isn't set (or that map wasn't cooked). Set it in Maps & Modes and ensure it's included in the cook.
- Shipping a Development build — Development keeps logging/console/stats and is slower; ship
Shipping. Conversely, Shipping strips
UE_LOG/console, so debugging a Shipping-only issue needs Development orTest. - A referenced map/asset is missing at runtime — it wasn't cooked. Add it to the Packaging settings' maps/directories to cook, or cook all maps.
- Build fails on the platform — the platform SDK/toolchain isn't installed (Windows build tools, Android SDK/NDK, console SDKs). Install the platform's prerequisites.
- Expecting Blueprint Nativization — it was removed in UE5; don't rely on it for
performance. Profile and move hot logic to C++ (
unreal-cpp-gameplay) instead. - First cook is very slow — shaders and all assets cook from scratch; subsequent cooks are incremental. Don't mistake a slow first cook for a hang.
References
- Primary docs: "Packaging Your Project"
(
https://dev.epicgames.com/documentation/en-us/unreal-engine/packaging-your-project) and the Build Configurations /BuildCookRunreferences.
Related skills
steam-publish/itch-publish— distributing the packaged build to a storefront.unreal-cpp-gameplay— moving hot logic to C++ now that BP nativization is gone.
Other versions3 projects use a version of this.
Word for word · 2
- ukanwat/overtime★ 399100% same
- ukanwat/selfstarter★ 399100% same
Edited · 1
- gamedev-skills/awesome-gamedev-agent-skills★ 6.4k64% same
Wrote their own version · 0
None found.
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
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