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unreal-packaging

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打包和发布 Unreal Engine 5 项目,配置构建模式、内容烘焙、默认地图及命令行自动构建。

来源:GitHub开发运维Apache-2.0

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 5.8.

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 BuildCookRun for CI.
  • Use when the project has a *.uproject and Config/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

  1. Set the launch map. Project Settings → Maps & ModesGame Default Map is what a
    packaged build loads first. Wrong/empty here is the most common "packaged game is black"
    cause.
  2. Pick the build configuration: Development (default; optimized but keeps logging/
    stats/console for testing) vs Shipping (all optimizations, debugging tools stripped — for
    release). DebugGame/Debug are for debugging engine/game code and aren't for distribution;
    DebugGame isn't available for Blueprint-only projects.
  3. Understand cook vs package. Cooking converts assets to the target platform's format
    and packs them into .pak files. Packaging bundles the compiled executable + cooked
    content into a standalone, distributable set of files. Packaging runs a cook as part of it.
  4. Package from the editor: the Platforms menu → choose the platform (e.g. Windows) →
    set the Binary Configuration → Package Project → pick an output folder.
  5. Or build from the command line with the Unreal Automation Tool (RunUAT BuildCookRun)
    for repeatable/CI builds.
  6. Tune Packaging settings (Project Settings → Packaging): which maps/directories to
    cook, full-rebuild, compression, and whether to build all maps.
  7. 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 folder

2. 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 -skipstage

Pitfalls

  • 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 or Test.
  • 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 / BuildCookRun references.

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.