npx skills add ...
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill 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.
npx skills add 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 5.8.
RunUAT BuildCookRun for CI.*.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.
DebugGame/Debug are for debugging engine/game code and aren't for distribution;
DebugGame isn't available for Blueprint-only projects..pak files. Packaging bundles the compiled executable + cooked
content into a standalone, distributable set of files. Packaging runs a cook as part of it.RunUAT BuildCookRun)
for repeatable/CI builds.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.
UE_LOG/console, so debugging a Shipping-only issue
needs Development or Test.unreal-cpp-gameplay) instead.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.