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Useful UAT Commands

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Looking to set up an automated CI/CD/Jenkins pipeline for your game? Use H2C Studios' expertise to get you started! Contact us for more information.

This page contains a couple of useful RunUAT.bat commands we use a lot at H2C Studios. We hope you'll find them useful too!

Building a plugin

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If you can drag in your .uplugin file to your terminal to copy it's path!

To build a plugin, you can use the following command:

uattool <version> BuildPlugin -Package=<path_to_output_folder> -Plugin=<path_to_plugin.uplugin>

We often use this to confirm that a new version of our Unreal Engine Marketplace plugins compiles for all versions of Unreal Engine we support. It's worth noting that a plugin that compiles in your project may not build as a standalone plugin, so it's always good to check!

Compiling a linux dedicated server

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You'll need a source build of Unreal Engine to compile a dedicated server for linux!

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Add -nodebuginfo to remove the (very large) debug information from the build!

To compile a (development) linux dedicated server, you can use the following command:

uattool <version> BuildCookRun -project=<path_to_project.uproject> -platform=Linux -serverconfig=Development -cook -server -serverplatform=Linux -noclient -build -stage -pak -archive

This will place the server in ArchivedBuilds/LinuxServer.

Build a Windows client (w/ all maps)

To compile a (development) version of your game for windows with all maps included, you can use the following command:

uattool <version> BuildCookRun -project=<path_to_project.uproject> -platform=Win64 -clientconfig=Development -cook -allmaps -build -stage -pak -archive -archivedirectory=<target_path>