ue-packaging-and-deployment
Installation
SKILL.md
Packaging & deployment
Shipping an Unreal project involves three distinct stages that run in sequence: build (compile the game executable), cook (convert assets to the target platform's runtime format), and package (assemble the cooked assets and executable into a distributable build, typically inside pak/IoStore containers). Each stage can fail independently; diagnosing a failure means identifying which stage it belongs to.
When to use this skill
- Producing a runnable build for a platform (automated CI or manual).
- Diagnosing a cook or package failure, or a build that works in PIE but breaks packaged.
- Configuring what content ships: always-cook directories, never-cook exclusions, shader sharing.
- Setting up pak chunking for streaming installs, patching, or DLC.
- Choosing the right build configuration and target for a given deployment scenario.
Build configurations and targets
Target types — defined by *.Target.cs files, one per target: