Unreal Packaging & Cooking
Turn a UE5 project into a runnable, distributable build: choose the right build configuration,
cook content, set the launch map, and package — from the editor or the command line. Targets
UE 5.8.
When to use
- Use when producing a build (test or release), choosing Development vs Shipping, cooking
content, configuring Packaging / Maps & Modes settings, or automating builds with
RunUAT BuildCookRun for CI.
- Use when the project has a
*.uproject and Config/Default*.ini, and the goal is a packaged
player rather than running in-editor.
When not to use: storefront submission/release process → steam-publish / itch-publish.
Editor-time gameplay/iteration is not packaging.
Core workflow
-
Set the launch map. Project Settings → Maps & Modes → Game Default Map is what a
packaged build loads first. Wrong/empty here is the most common "packaged game is black"
cause.
-
Pick the build configuration: Development (default; optimized but keeps logging/
stats/console for testing) vs Shipping (all optimizations, debugging tools stripped — for
release).
DebugGame/Debug are for debugging engine/game code and aren't for distribution;
DebugGame isn't available for Blueprint-only projects.
-
Understand cook vs package. Cooking converts assets to the target platform's format
and packs them into
.pak files. Packaging bundles the compiled executable + cooked
content into a standalone, distributable set of files. Packaging runs a cook as part of it.
-
Package from the editor: the Platforms menu → choose the platform (e.g. Windows) →
set the Binary Configuration → Package Project → pick an output folder.
-
Or build from the command line with the Unreal Automation Tool (
RunUAT BuildCookRun)
for repeatable/CI builds.
-
Tune Packaging settings (Project Settings → Packaging): which maps/directories to
cook, full-rebuild, compression, and whether to build all maps.
-
Verify by running the packaged build, not just by a successful cook — launch the
executable and confirm it loads the right map and runs.
Patterns
1. Editor packaging (the menu path)
Platforms (toolbar)
-> Windows
-> Binary Configuration -> Development | Shipping
-> Content Management -> Package Project
-> choose/confirm the staging output folder
2. Command-line build with UAT (CI-friendly)
# Cook + build + stage + pak + archive a Shipping Windows build.
RunUAT BuildCookRun \
-project="C:/Path/MyGame.uproject" \
-noP4 -platform=Win64 -clientconfig=Shipping \
-cook -allmaps -build -stage -pak -archive \
-archivedirectory="C:/Builds/MyGame"
RunUAT lives in Engine/Build/BatchFiles/ (RunUAT.bat on Windows, RunUAT.sh on
macOS/Linux). Drop -allmaps and pass -map=Map1+Map2 to cook a subset.
3. Cook only (no packaging), e.g. to refresh content
RunUAT BuildCookRun -project="C:/Path/MyGame.uproject" -noP4 \
-platform=Win64 -clientconfig=Development -cook -skipstage
Pitfalls
-
Packaged build loads a black/empty level — Game Default Map isn't set (or that map wasn't
cooked). Set it in Maps & Modes and ensure it's included in the cook.
-
Shipping a Development build — Development keeps logging/console/stats and is slower; ship
Shipping. Conversely, Shipping strips
UE_LOG/console, so debugging a Shipping-only issue
needs Development or Test.
-
A referenced map/asset is missing at runtime — it wasn't cooked. Add it to the Packaging
settings' maps/directories to cook, or cook all maps.
-
Build fails on the platform — the platform SDK/toolchain isn't installed (Windows build
tools, Android SDK/NDK, console SDKs). Install the platform's prerequisites.
-
Expecting Blueprint Nativization — it was removed in UE5; don't rely on it for
performance. Profile and move hot logic to C++ (
unreal-cpp-gameplay) instead.
-
First cook is very slow — shaders and all assets cook from scratch; subsequent cooks are
incremental. Don't mistake a slow first cook for a hang.
References
- Primary docs: "Packaging Your Project"
(
https://dev.epicgames.com/documentation/en-us/unreal-engine/packaging-your-project) and the
Build Configurations / BuildCookRun references.
Related skills
-
steam-publish / itch-publish — distributing the packaged build to a storefront.
-
unreal-cpp-gameplay — moving hot logic to C++ now that BP nativization is gone.