Contents

Unreal Engine 5.8 · System guide

Packaging and Deployment

Build, cook, package, deploy, and diagnose Unreal

On this page

Choose a task

Workflow and boundaries

Use these checks when a task crosses several systems. The focused references above contain the specific actions.

Establish the artifact contract

Read references/system-selector.md.

  1. Record engine revision, project commit, target platform, architecture, target type, build configuration, device profile, distribution channel, and base release when patching.
  2. Define the artifact: Development/Test/Shipping, client/server, container format, chunks, symbols, prerequisites, archive, deploy destination, and acceptance tests.
  3. Separate Build, Cook, Stage, Package, Deploy, and Run. Identify the first failing phase.
  4. Reproduce with a saved Project Launcher profile or recorded AutomationTool command.
  5. Preserve the complete log, exit code, manifests, artifact hashes, size report, and symbol identity.
  6. Run from a clean staging/archive location and test without editor binaries, loose source content, developer config, or a cook server.
  7. Promote the exact tested artifact; do not rebuild after approval.

Route neighboring work deliberately:

  • asset schemas, Primary Asset rules, and content-to-chunk ownership -> unreal-data-assets-tables;
  • commandlets, Data Validation, and automation tests -> unreal-editor-automation;
  • runtime loading, residency, PSOs, and load hitches -> unreal-memory-streaming;
  • packaged performance captures -> unreal-insights-profiling;
  • save-format compatibility across releases -> unreal-save-load.

Load only what applies:

Hard rules

  • Use Cook By the Book and a packaged target build for QA/release evidence; Cook On the Fly is an iteration service, not a distributable artifact.
  • Never use -cookall, broad always-cook directories, or loose copied assets as the first fix for a missing dependency. Identify the intended cook root and prove it in manifests/artifacts.
  • Never infer success from AutomationTool exit alone. Launch, traverse, save/load, network, suspend, and platform-test the staged artifact required by the release contract.
  • Keep source defaults, platform overrides, generated user config, and secrets separate. Inspect the staged effective configuration and strip denied keys/sections.
  • Declare third-party runtime files through build/staging rules; do not repair a release by manually copying an untracked DLL beside one machine's executable.
  • Preserve symbols outside the public artifact and map them to the exact executable/build identity.
  • Build a patch against the exact retained base release. Never regenerate or silently replace the base.
  • Treat signing/encryption keys as release secrets. Encryption can increase patch entropy and IO cost; measure the chosen policy.
  • Test the distribution path on clean target hardware with the correct account, SDK/runtime, permissions, storage state, and no editor installation.
  • Do not invent UAT flags or platform requirements. Inspect BuildCookRun -Help, the generated Project Launcher command, UE 5.8 source, and the target platform's current restricted documentation.

See references/sources.md for the UE 5.8 primary-source trail.

Version and evidence

Targets Unreal Engine 5.8 documentation. This label does not establish that every procedure was tested in an editor or packaged build.

Read the documentation sources and verification notes →

Original AI skill and source files

Open the complete skill on GitHub