> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unreal-packaging
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+.
content, configuring Packaging / Maps & Modes settings, or automating builds with
RunUAT BuildCookRun for CI.
*.uproject and Config/Default*.ini, and the goal is a packagedplayer rather than running in-editor.
When *not* to use: storefront submission/release process → steam-publish / itch-publish.
Editor-time gameplay/iteration is not packaging.
packaged build loads first. Wrong/empty here is the most common "packaged game is black"
cause.
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.
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.
set the Binary Configuration → Package Project → pick an output folder.
RunUAT BuildCookRun)for repeatable/CI builds.
cook, full-rebuild, compression, and whether to build all maps.
executable and confirm it loads the right map and runs.
Platforms (toolbar)
-> Windows
-> Binary Configuration -> Development | Shipping
-> Content Management -> Package Project
-> choose/confirm the staging output folder
# 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.
RunUAT BuildCookRun -project="C:/Path/MyGame.uproject" -noP4 \
-platform=Win64 -clientconfig=Development -cook -skipstage
cooked). Set it in Maps & Modes and ensure it's included in the cook.
Shipping. Conversely, Shipping strips UE_LOG/console, so debugging a Shipping-only issue
needs Development or Test.
settings' maps/directories to cook, or cook all maps.
tools, Android SDK/NDK, console SDKs). Install the platform's prerequisites.
performance. Profile and move hot logic to C++ (unreal-cpp-gameplay) instead.
incremental. Don't mistake a slow first cook for a hang.
(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.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/unreal-packaging from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.