Project Packaging
DevOpsPackage projects for distribution: standalone executables, content cooking, platform-specific settings, and release preparation.
/skill project-packaging What This Skill Does
Project Packaging helps you build and distribute UE5 projects as standalone executables. This skill covers the entire packaging pipeline, from configuring project settings like default maps, GameMode, and splash screens, through selecting the right build configuration (Development for testing, Shipping for release), to content cooking that transforms editor assets into platform-optimized formats. You will also learn to optimize file size by auditing content, excluding development-only assets, and compressing pak files, as well as using command-line automation for CI/CD build pipelines.
Covers
- Packaging for Windows, macOS, and Linux platforms
- Build configurations: Development, Shipping, Debug, and Test
- Content cooking: what it does, what can go wrong, and how to fix errors
- Project Settings for packaging: maps, default GameMode, and splash screens
- Packaging from the editor and via command line (RunUAT)
- Common packaging errors and their resolution
- File size optimization: content auditing, compression, and exclusion
- Staging and distribution preparation
Does Not Cover
- Dedicated server builds → Server Deployment (future skill)
- Mobile platform packaging (iOS, Android) → Mobile Packaging (future skill)
- Console platform packaging (PlayStation, Xbox, Switch) → Console Packaging (future skill)
- Pixel Streaming deployment → Pixel Streaming
- Store submission (Steam, Epic Games Store) → Store Submission (future skill)
How to Use
Invoke this skill in Claude Code:
/skill project-packaging This skill is also auto-detected when your prompt mentions package, build, cook, ship, deploy, standalone, executable, or distribution intent. AgentUX will automatically activate Project Packaging when it recognizes relevant context in your request.
Key Unreal Engine Concepts
| Concept | Description |
|---|---|
Content Cooking | The process that transforms editor assets into platform-optimized formats: compressing textures, compiling shaders, and serializing maps. |
Shipping Configuration | The fully optimized build configuration with console, logging, and debug tools stripped for public release. |
Development Configuration | A build configuration with moderate optimization that retains logging and console access for testing. |
Pak Files | Archive files (.pak) that contain cooked game assets, supporting optional compression for smaller distribution size. |
RunUAT | The Unreal Automation Tool command-line interface for scripted building, cooking, staging, and archiving. |
IoStore | An optimized packaging format (5.3+) that improves asset loading performance with the Zen loader. |
Related Skills
lighting-fundamentals
Lighting that must be built before packaging for baked lightmaps
level-streaming
Level streaming setup that affects how maps are cooked and loaded
render-pipeline
Rendering settings that influence shader compilation during cooking
source-control
Version control integration for build pipeline automation
What You'll Learn
- How to configure project settings for packaging including default maps and GameMode
- When to use Development versus Shipping build configurations
- How the content cooking pipeline transforms editor assets for runtime
- How to diagnose and fix common packaging errors like missing references and circular dependencies
- How to optimize file size by auditing content and excluding development assets
- How to automate builds using RunUAT command-line parameters for CI/CD pipelines