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