mcpbeat

Unreal Packaging

gamedev-skills/unreal-packaging

> 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.

1k tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unreal-packaging

The instruction itself

10 sections, as written by the author

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 5.4+.

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

  • Set the launch map. Project Settings → Maps & ModesGame Default Map is what a

packaged build loads first. Wrong/empty here is the most common "packaged game is black"

cause.

  • 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.

  • 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.

  • Package from the editor: the Platforms menu → choose the platform (e.g. Windows) →

set the Binary Configuration → Package Project → pick an output folder.

  • Or build from the command line with the Unreal Automation Tool (RunUAT BuildCookRun)

for repeatable/CI builds.

  • Tune Packaging settings (Project Settings → Packaging): which maps/directories to

cook, full-rebuild, compression, and whether to build all maps.

  • 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.

  • 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.

How to use it

Copy the folder

Take gamedev-skills/unreal-packaging from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.