ue-packaging-and-deployment

Cook, package, and ship Unreal Engine projects via UAT BuildCookRun and IoStore containers.

55|5|Updated Mar 26, 2026
One-click install
npx skills add https://github.com/kevinpbuckley/unreal-engine-skills --skill ue-packaging-and-deployment-kevinpbuckley
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue-packaging-and-deployment
Source: https://github.com/kevinpbuckley/unreal-engine-skills/tree/main/skills/core/ue-packaging-and-deployment
Command: npx skills add https://github.com/kevinpbuckley/unreal-engine-skills --skill ue-packaging-and-deployment-kevinpbuckley

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Shipping an Unreal project requires coordinating three failure-prone stages — build, cook, and package — and misconfigured cook rules, wrong build configurations, or missing IoStore flags produce builds that work in PIE but break when packaged. This Skill provides the correct APIs, settings, and command-line patterns to produce runnable builds and diagnose packaging failures. ## Core Features & Use Cases - Build configurations and targets: Choose correctly between Debug/DebugGame/Development/Test/Shipping configurations and Game/Client/Server/Editor targets declared in *.Target.cs files. - UAT BuildCookRun pipeline: Automate cook/package in CI with the full flag reference for RunUAT.bat, including iterative cooking, staging, archiving, and skipping the build stage. - Pak, IoStore, and chunking: Configure bUseIoStore, bGenerateChunks, compression, encryption, and Primary Asset Rules for DLC, patching, and streaming installs. - Use Case: A CI pipeline needs a Win64 Shipping build. Use this Skill to construct the correct BuildCookRun command with -build -cook -allmaps -stage -pak -iostore -archive and -warningsaserrors, then diagnose any cook failures by stage. ## Quick Start Ask the agent to generate a UAT BuildCookRun command that cooks and packages your project for Win64 in Shipping configuration with IoStore enabled.

Frequently Asked Questions about ue-packaging-and-deployment

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I package an Unreal Engine project from the command line?

Use RunUAT.bat with the BuildCookRun command, passing -project, -platform, -clientconfig, and the stage flags -build -cook -stage -pak -archive. Add -iostore for the modern .utoc/.ucas container format and -archivedirectory for the output path.

What is the difference between Development and Shipping build configurations in Unreal?

Shipping compiles out all check/ensure macros (DO_CHECK=0), strips most UE_LOG categories, and removes console commands, while Development keeps them with near-production optimization. Always smoke-test a packaged Shipping build before release since PIE and Development mask these gaps.

Why are my assets missing in a packaged Unreal build?

The cooker only includes assets reachable via hard or soft references from cooked maps. Assets loaded purely by string path with no reference are skipped unless you add them to DirectoriesToAlwaysCook or set an AlwaysCook rule via the Asset Manager.

Should I use pak files or IoStore for Unreal packaging?

IoStore (.utoc/.ucas) is the modern UE5 default, offering faster I/O through hash-addressed packages, and is required by some console platforms. Classic .pak files remain fully supported and adequate for many projects; enable IoStore with bUseIoStore or the -iostore UAT flag.

How do I set up chunking for DLC or patching in Unreal Engine?

Enable bGenerateChunks in ProjectPackagingSettings and assign chunk IDs via Asset Manager Primary Asset Rules, DefaultGame.ini overrides, or Primary Asset Label assets. Chunk 0 is the base install; chunks 1+ download separately for DLC, patches, or streaming installs.

Why does my Unreal project work in PIE but fail when packaged?

Common causes are editor-only API calls without #if WITH_EDITOR guards, uncooked assets with no reference chain, or absolute file paths. Gate editor code with WITH_EDITOR and verify content reachability with the Asset Audit window.