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unreal-packaging

gamedev-skills/awesome-gamedev-agent-skills

Package and ship UE5 projects with editor menus or command-line BuildCookRun automation.

What is unreal-packaging?

Converts a UE5 project into a runnable, distributable build by setting the launch map, choosing build configuration (Development vs Shipping), cooking content, and packaging. Use when producing a test or release build, configuring packaging settings, or automating builds for CI.

  • Set Game Default Map in Maps & Modes to control what loads first in packaged builds
  • Choose between Development (optimized with logging/console for testing) and Shipping (all optimizations, debugging stripped) configurations
  • Cook content to convert assets to platform-specific format and pack into .pak files
  • Package from the editor via Platforms menu or automate with RunUAT BuildCookRun command-line tool
  • Configure Packaging settings to specify which maps/directories to cook, enable compression, and control rebuild behavior
  • Verify packaged builds by running the executable and confirming correct map loads and gameplay runs

How to install unreal-packaging

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unreal-packaging
Prerequisites
  • UE5.8 project with a .uproject file and Config/Default*.ini files
  • Platform-specific SDKs and toolchains installed (Windows build tools for Win64, Android SDK/NDK for mobile, console SDKs for console platforms)
  • RunUAT tool available in Engine/Build/BatchFiles/ (RunUAT.bat on Windows, RunUAT.sh on macOS/Linux)
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How to use unreal-packaging

  1. 1.Set the Game Default Map in Project Settings → Maps & Modes to specify the launch level
  2. 2.Choose Development or Shipping build configuration based on whether you need debugging tools or maximum optimization
  3. 3.For editor packaging: open Platforms menu, select target platform, set Binary Configuration, and click Package Project
  4. 4.For command-line builds: use RunUAT BuildCookRun with flags like -platform=Win64, -clientconfig=Shipping, -cook, -build, -stage, -pak, -archive
  5. 5.Configure Packaging settings in Project Settings to specify which maps/directories to cook and enable compression if needed
  6. 6.Run the packaged executable to verify it loads the correct map and gameplay functions correctly

Use cases

Good for
  • Creating a test build for QA with Development configuration and full logging enabled
  • Producing a release build with Shipping configuration stripped of debugging tools for distribution
  • Automating builds in CI/CD pipelines using RunUAT BuildCookRun with platform-specific flags
  • Cooking only content without packaging to refresh assets after code changes
  • Packaging for multiple platforms (Windows, macOS, Linux, console) with platform-specific settings
Who it's for
  • Game developers shipping UE5 projects to players
  • Build engineers setting up CI/CD pipelines for automated packaging
  • QA teams preparing test builds for validation
  • Release managers preparing shipping builds for distribution

unreal-packaging FAQ

Why does my packaged build show a black/empty screen?

The Game Default Map in Maps & Modes is not set or the map wasn't included in the cook. Set the correct map in Maps & Modes and ensure it's included in Packaging settings.

What's the difference between Development and Shipping builds?

Development keeps logging, console, and stats enabled for testing but is slower; Shipping strips all debugging tools and applies maximum optimizations for release. Only ship Shipping builds to players.

How do I cook only content without packaging?

Use RunUAT BuildCookRun with -cook -skipstage flags to cook assets without creating the final package, useful for refreshing content after code changes.

Can I cook only specific maps instead of all maps?

Yes, drop the -allmaps flag and use -map=Map1+Map2 to cook a subset of maps, reducing cook time for large projects.

Why is the first cook so slow?

The first cook compiles all shaders and processes all assets from scratch; subsequent cooks are incremental and much faster. This is normal and not a hang.

Full instructions (SKILL.md)

Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.


name: unreal-packaging description: > 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.

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)

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)

# 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

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.