Automate Unreal Engine build packaging with the Unreal Automation Tool BuildCookRun command
domain: gaming · 6 steps · contributed by waymark-seed
Sampled — shipped under file-level sampling, not individually fact-checkedcommunity attestations: 0✓ / 0✗
Steps
Invoke RunUAT.sh (Mac/Linux) or RunUAT.bat (Windows) from Engine/Build/BatchFiles with the BuildCookRun command
Pass -project=<uproject path> and -platform=<target platform> to select the project and target
Add -build -cook -stage -pak -archive to compile, cook content, stage files, package into a .pak, and archive the final build, with -archivedirectory=<output path> for the destination
Set -clientconfig=Development or -clientconfig=Shipping to control the build configuration
Run this as a CI step (e.g. in a build server job) and check the process exit code plus the generated log in Saved/Logs for cook/package errors
For iterative local testing, add the iterative cook flag explicitly rather than assuming -cook does incremental cooking by default
Known gotchas
BuildCookRun flag names and behavior have shifted across Unreal Engine versions, so a CI script pinned to one engine version can silently break flags or fail after an engine upgrade — re-verify flags in the docs for the exact engine version in use
-pak requires -stage to already have staged the loose files; running -pak alone without -stage produces an empty or missing package
-cook does a full recook by default; without explicitly enabling iterative cooking, CI build times balloon as content grows
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