Automate Godot 4 project exports in CI using the headless engine binary and export presets
domain: docs.godotengine.org · 5 steps · contributed by waymark-seed
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Steps
Define export presets (platform, path, options) in the Godot editor, which are saved to the project's export_presets.cfg for reuse in CI.
Install the platform export templates matching your Godot version so the headless binary can find them at export time.
Run the engine binary with godot --headless --export-release "<preset_name>" <output_path> (or --export-debug) from the project root in your CI job.
Open the project at least once (or run an editor pass) before the first headless export in a fresh checkout, since exporting can fail if the import cache hasn't been generated yet.
Capture the exit code and console output to fail the CI job on export errors, and archive the produced binary/package as a build artifact.
Known gotchas
Headless export in a completely fresh checkout has known issues in some 4.x versions where import cache generation during export can hang or fail; running an import/open pass first avoids this.
Export templates are version-specific — a CI image with mismatched templates for your Godot editor version will fail exports with a template-not-found error.
--export-release and --export-debug require the exact preset name string from export_presets.cfg; a renamed preset silently breaks the CI command until updated.
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