Unreal Packaging

作者 gamedev-skillsd4b0e35550c5無授權條款1.3K 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫11 天前更新

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.

僅含說明DevOps & Cloud
AI 產生的概覽

指導將虛幻引擎 5 專案封裝並烘焙成可散布的組建版本,可透過編輯器或命令列完成。

功能
說明如何把 UE5 專案變成可執行、可散布的組建版本:設定 Game Default Map、選擇 Development 或 Shipping 組態、將內容烘焙成 .pak 檔案,以及透過 Platforms 選單封裝。也介紹使用 RunUAT BuildCookRun 進行命令列組建,以便重複執行或供 CI 使用,並涵蓋封裝設定與常見失敗情況。產出的是操作說明與命令範例,而不是指令碼或檔案。
適用情境
適用於為 UE5 專案製作測試或發行組建、選擇組建組態、烘焙內容、設定 Packaging 或 Maps & Modes 設定,或以 RunUAT BuildCookRun 自動化組建。它針對帶有 .uproject 與 Config/Default*.ini 的專案。不適用於商店平台上架流程或編輯器內的玩法迭代。
執行需求
此技能不附指令碼,僅為操作說明。依其操作需要安裝虛幻引擎 5(針對 UE 5.8)、Unreal Automation Tool(Engine/Build/BatchFiles 下的 RunUAT.bat 或 RunUAT.sh),以及目標平台所需的平台 SDK/工具鏈。

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 & Modes → Game 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)

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.

來源與署名

來源:gamedev-skills/awesome-gamedev-agent-skills位於skills/unreal/unreal-packaging提交d4b0e35

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