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 --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# 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 & 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 fo
- When to use
- Core workflow
- Patterns
- 1. Editor packaging (the menu path)
- 2. Command-line build with UAT (CI-friendly)
- 3. Cook only (no packaging), e.g. to refresh content
- Pitfalls
- References
- Related skills
Cook + build + stage + pak + archive a Shipping Windows build. RunUAT BuildCookRun \ RunUAT BuildCookRun -project="C:/Path/MyGame.uproject" -noP4 \
What does the unreal-packaging skill do?
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 it?
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-packaging --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
