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unreal-packaging Checked

Package and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build confi…
✍️ Writing skills By gamedev-skills Version v1.0.0 Added 2026-10-21 Updated 2026-10-21 Source ↗
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Installation

🤖 Install via AI

Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.

Install the "unreal-packaging" skill by following the instructions at https://skill123.me/install/unreal-packaging.
⌨️ Command line install

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curl -fsSL https://skill123.me/install/unreal-packaging.sh | bash
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⬇ Download v1.0.0 · 2 KB
📊 Static rating
7.7/10
Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
7.0

Six-dimension rubric with reviewer rationale.

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🛡 Dynamic test
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Not live-tested yet — this skill is rated on static analysis only.

About this skill

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.

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 5.8**.

Documentation

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.

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 5.8**.

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 & Modes** → **Game 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)

View full documentation

# 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.

Score breakdown

Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
7.0