Focused reference · Unreal Engine 5.8
Build, cook, stage, package, deploy
| Phase | Produces | Diagnose here when |
|---|---|---|
| Build | target binaries/modules | compile, link, module, architecture, or symbol failure |
| Cook | platform-ready assets/registry/shaders | serializer, asset, map, validation, DDC, or inclusion failure |
| Stage | runnable directory assembled from products | missing config, DLL, movie, prerequisite, or wrong file class |
| Package | native distributable/container set | signing, compression, container, store-format failure |
| Deploy | copy/install to device | connection, account, capacity, permission, or install failure |
| Run | launched staged build | startup, default map, runtime dependency, config, or content failure |
The standard packaging pipeline is executed by AutomationTool BuildCookRun. Use the editor for a quick
smoke build, Project Launcher for a reviewable profile, and UAT/BuildGraph for CI.
For an isolated cook, Epic documents:
UnrealEditor-Cmd.exe <Project.uproject> -run=cook -targetplatform=<Platform> -map=<MapA>+<MapB>
Do not paste a generic release command blindly. Create the intended Project Launcher profile, execute
once, capture its generated BuildCookRun command, then parameterize only project, platform, output,
version, and credentials in CI. Query the installed engine with RunUAT.bat BuildCookRun -Help before
adding flags.
Archive outside the source tree. Keep stage and archive paths unique per build identity so stale files cannot satisfy the next build accidentally.