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.
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.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.