gamedev-skills/awesome-gamedev-agent-skills

unreal-packaging

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.

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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.

  1. 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.

  1. 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.

  1. Package from the editor: the Platforms menu → choose the platform (e.g. Windows) →

set the Binary Configuration → Package Project → pick an output folder.

  1. Or build from the command line with the Unreal Automation Tool (RunUAT BuildCookRun)

for repeatable/CI builds.

  1. Tune Packaging settings (Project Settings → Packaging): which maps/directories to

cook, full-rebuild, compression, and whether to build all maps.

  1. 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)

text
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)

bash
# 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

bash
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.
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