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