# Packaging Script The `ue-package.ps1` script builds, cooks and packages your game into a folder, much like using "File > Package Project" in the UE editor. However, it offers a number of other features. This script operates based on a `packageconfig.json` file which must be present in the root of your Unreal project. Please see the [Package Config File docs](PackageConfig.md) for a full description of this file. ``` ue-package.ps1 [-src:sourcefolder] [-out:folder] [-major|-minor|-patch|-hotfix] [-keepversion] [-variant=VariantName] [-test] [-dryrun] -src : Source folder (current folder if omitted), must contain packageconfig.json -out : Overrides OutputDir in packageconfig.json -major : Increment major version i.e. [x++].0.0.0 -minor : Increment minor version i.e. x.[x++].0.0 -patch : Increment patch version i.e. x.x.[x++].0 (default) -hotfix : Increment hotfix version i.e. x.x.x.[x++] -keepversion : Keep current version number, doesn't tag unless -forcetag -nightly : Nightly build, doesn't tag, doesn't commit, re-uses same nightly folder, appends git rev version -variants Name1,Name2,Name3 : Build only named variants instead of DefaultVariants from packageconfig.json -test : Testing mode, separate builds, allow dirty working copy -browse : After packaging, browse the output folder -dryrun : Don't perform any actual actions, just report on what you would do -help : Print this help Environment Variables: UEINSTALL : Use a specific Unreal install. : Default is to find one based on project version, under UEROOT UEROOT : Parent folder of all binary Unreal installs (detects version). : Default C:\Program Files\Epic Games ``` ## What the Script Does ### 1. Check Working Copy If you're using Git, as a safety check the script doesn't allow you to package builds from a working copy with uncommitted changes. This ensures that your builds are always from a known version. ### 2. Locate UE Install The script can locate your Unreal install automatically. You may need to customise this on non-Windows platforms or if you use a source build. See [How Scripts Locate the Unreal Install](UEInstall.md) for more details. ### 3. Close the UE Editor If you have this project open in UE, the script will close the editor. This is to ensure that it won't interfere with any build actions. ### 4. Increment Project Version The version number of the project will be increased automatically, by default as a "patch" release (meaning the 3rd number in the version string). As you can see, you can supply arguments `-major`, `-minor` or `-hotfix` instead to increment a different part of the version number. This will edit the `DefaultGame.ini` file and replace the `ProjectVersion` setting. This change will be committed automatically before the build if you're using Git. If you don't want to change the version number, you can provide `-keepversion` on the command line instead. ### 5. Tags Git Repository If you're using Git and the version number was incremented, the repository will be tagged with the new version number. ### 6. Cook Maps Based on your settings in [packageconfig.json](PackageConfig.md), the tools knows which maps to cook into your packages. You can tell it to cook all of them automatically, only a specific list, or all *excluding* a chosen few. ### 7. Package Variants Rather than building / packaging just a single way, `ue-package.ps1` supports packaging multiple variants of your project. The variations can be: * **Platform**: lets you build for Windows, Linux, Mac etc * **Build Configuration**: so you can build a private version as Development, public version as Shipping for example * **Build Arguments**: If you want to toggle on/off compiled-in features that are triggered by build arguments, you can add them for different variants * **Release Destinations**: If you have one build for Itch, and a different one for Steam etc * **Cultures**: For if you want to include specific cultures in a build Variants are defined in [packageconfig.json](PackageConfig.md) in the root of your project. You can either specify which variants you want to build on the command line, or you can just use the defaults as defined in your config. ### 8. Unique Package Folder The destination of the package operation is generated from a combination of: * The `OutputDir` setting in your [packageconfig.json](PackageConfig.md) * The version number * The variant name Therefore if you're building variant "PublicSteamWin64" at version 1.1.2.0, the package output will be in `$OutputDir/1.1.2.0/PublicSteamWin64/` ### Optionally Rename EXE Sometimes you want your packaged EXE to be called something other than your main target game module; unfortunately UE doesn't allow you to change it in the project settings (without renaming your module, which is very inconvenient); but simply renaming the EXE after building works fine, and means you can present a more pleasing EXE name in your build. Set `RenameExe` to the name you want your EXE to have, without the `.exe` extension. > Technically speaking the main EXE in the root of your package dir is a boostrapper > for another EXE inside your package, which is still called the same name as the > main target module. However, the display name of this process is set in your > Project Settings, so it looks OK in e.g. Windows Task Manager. Using lower level > process listing tools will reveal the EXE is named after the target module name > though. If you don't like this, you'll have to rename your main target module, > or create a small wrapper module which solely acts as the main target. ### 9. Optionally Zip Packaged Build If you've enabled the `Zip` option for a given variant in [packageconfig.json](PackageConfig.md), the package output folder will also be zipped up, into the `ZipDir` directory as given in that same config file. The files are named `ProjectName_Version_Variant[_PlatformType].zip`, e.g. `MyGame_1.1.2.0_PublicSteamWin64.zip`. > We zip the contents of the *subfolder* of the package output, e.g. `WindowsNoEditor`, so that the root of the zip is your game executable. > The `_PlatformType` suffix is usually omitted; it will only be there if there is more than one subfolder in the package folder, which is only the case when you build a dedicated client & server. In that case there will be separate zips for each, e.g. `MyGame_1.1.2.0_PublicSteamWin64_WindowsClient.zip` and `MyGame_1.1.2.0_PublicSteamWin64_WindowsServer.zip` ### 10. Optionally Browse Packaged Output If you supply the optional argument `-browse`, your file manager will be asked to open the folder containing the newly packaged output, if it completed successfully.