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gamedev-skills/awesome-gamedev-agent-skills307 installs

unreal-packaging

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.

How do I install this agent skill?

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unreal-packaging
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill provides legitimate instructions and command-line examples for packaging Unreal Engine 5 projects using the official Unreal Automation Tool (RunUAT). No security risks or malicious patterns were identified.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

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

  1. 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.
  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.

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-packaging">View unreal-packaging on skillZs</a>