Agent skill · Content & Marketing

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.

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Install
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.

Facts
Files in the skill folder: 1
SKILL.md size: 5 KB
Bundled scripts: none
Requires: Unreal Engine 5.4+; desktop/console/mobile packaging via UAT
Path: skills/unreal/unreal-packaging/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Editor packaging (the menu path)
  5. 2. Command-line build with UAT (CI-friendly)
  6. 3. Cook only (no packaging), e.g. to refresh content
  7. Pitfalls
  8. References
  9. Related skills
Commands it runs
Cook + build + stage + pak + archive a Shipping Windows build.
RunUAT BuildCookRun \
RunUAT BuildCookRun -project="C:/Path/MyGame.uproject" -noP4 \
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About this skill
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.

Keep going