brainstorming
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or planning anything new, in software or out of it (a talk, a business, a renovation).
unreal-packagingPackage 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…
Independent GitHub snapshot · Automated classification · Original documentation governs
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.
RunUAT BuildCookRun for CI.*.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.
DebugGame/Debug are for debugging engine/game code and aren't for distribution;
DebugGame isn't available for Blueprint-only projects..pak files. Packaging bundles the compiled executable + cooked
content into a standalone, distributable set of files. Packaging runs a cook as part of it.RunUAT BuildCookRun)
for repeatable/CI builds.Platforms (toolbar)
-> Windows
-> Binary Configuration -> Development | Shipping
-> Content Management -> Package Project
-> choose/confirm the staging output folder
# 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.
RunUAT BuildCookRun -project="C:/Path/MyGame.uproject" -noP4 \
-platform=Win64 -clientconfig=Development -cook -skipstage
UE_LOG/console, so debugging a Shipping-only issue
needs Development or Test.unreal-cpp-gameplay) instead.https://dev.epicgames.com/documentation/en-us/unreal-engine/packaging-your-project) and the
Build Configurations / BuildCookRun references.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.