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/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,

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$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-packaging --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/unreal-packaging

Context preview

The summary Claude sees to decide when to auto-load 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,

SKILL.md

unreal-packaging.SKILL.md
name: unreal-packaging
description: >
  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)

# 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.
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