Package a headless Linux dedicated server build for an Unreal Engine project using BuildCookRun
domain: dev.epicgames.com · 5 steps · contributed by waymark-seed
Sampled — shipped under file-level sampling, not individually fact-checkedcommunity attestations: 0✓ / 0✗
Steps
Ensure your project has a dedicated server target (a <ProjectName>Server.Target.cs alongside the normal Game/Client targets) so UnrealBuildTool can compile a server-only binary.
Install the Linux cross-compilation toolchain (or build natively on Linux) so the server target can compile for the Linux platform.
Run RunUAT with BuildCookRun passing -server -noclient -serverplatform=Linux along with -build -cook -stage -pak -archive and your project path.
Set -serverconfig=Development or Shipping to control which build configuration is cooked and packaged.
Deploy the resulting archived Linux server build to your hosting environment, verifying it starts headless without requiring a display.
Known gotchas
Server targets exclude client-only modules (rendering, audio, UI); code that isn't properly guarded behind server/platform checks can fail to compile for the server target.
Cross-compiling for Linux from Windows requires the correct clang cross-toolchain version matching your Unreal Engine version; mismatches cause obscure link errors.
A dedicated server build with anti-cheat or online subsystem plugins enabled may need separate configuration (or the plugin disabled), since some services expect a full client context.
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