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언리얼 에디터에서 패키징하면 로그에서 실행되는 것을 볼 수 있듯

UAT는 Unreal Automation Tool으로 빌드/패키징을 실행하는 배치파일이다.

 

BuildCookRun 명령어로 에디터를 켜지 않고도 패키징 과정을 할 수 있는데,

젠킨스, 자동화 툴을 통해 패키징을 할 수 있는 것이다. 

 

엔진경로\Engine\Build\BatchFiles 경로에서 RunUAT 파일을 찾을 수 있다.

Mac/Linux는. sh, Window는. bat 파일을 제공한다.

 

RunUAT.bat -list

 

명령어 리스트를 확인해보자

자동화 패키징 시 필요한 것은 BuildCookRun 명령어이다.


// Window(64비트) 프로젝트 빌드 예시 (DebugGame)

RunUAT.bat BuildCookRun -project="<ProjectPath>.uproject" -platform=Win64
-clientconfig=DebugGame -build -cook -stage -archive -archivedirectory="C:\Output" 

// RAM Window(64비트) 프로젝트 빌드 예시 (Shipping)
RunUAT.bat BuildCookRun -project="<ProjectPath>.uproject" -platform=Win64 -clientconfig=Shipping 
-build -cook -stage -archive -archivedirectory="D:\Output" -nodebuginfo

 

위 Shipping 예시에서 -nodebuginfo를 명령어 줄에 추가하는 이유는

.pdb 디버그 파일을 포함하지 않기 위함이다. 

필요한 명령이 필요하면 더 추가하면 된다. RunUAT.bat BuildCookRun -help로 더 자세히 볼 수 있음

더보기

Parameters:
    -project=Path                           Project path (required), i.e: -project=QAGame,
                                            -project=Samples\BlackJack\BlackJack.uproject,
                                            -project=D:\Projects\MyProject.uproject
    -destsample                             Destination Sample name
    -foreigndest                            Foreign Destination
    -targetplatform=PlatformName            target platform for building, cooking and deployment (also -Platform)
    -servertargetplatform=PlatformName      target platform for building, cooking and deployment of the dedicated
                                            server (also -ServerPlatform)
    -foreign                                Generate a foreign uproject from blankproject and use that
    -foreigncode                            Generate a foreign code uproject from platformergame and use that
    -CrashReporter                          true if we should build crash reporter
    -cook,                                  -cookonthefly Determines if the build is going to use cooked data
    -skipcook                               use a cooked build, but we assume the cooked data is up to date and where
                                            it belongs, implies -cook
    -skipcookonthefly                       in a cookonthefly build, used solely to pass information to the package
                                            step
    -clean                                  wipe intermediate folders before building
    -unattended                             assumes no operator is present, always terminates without waiting for
                                            something.
    -pak                                    generate a pak file
    -iostore                                generate I/O store container file(s)
    -cook4iostore                           generate I/O store container file(s)
    -zenstore                               save cooked output data to the Zen storage server
    -nozenautolaunch                        URL to a running Zen server
    -makebinaryconfig                       generate optimized config data during staging to improve loadtimes
    -signpak=keys                           sign the generated pak file with the specified key, i.e.
                                            -signpak=C:\Encryption.keys. Also implies -signedpak.
    -prepak                                 attempt to avoid cooking and instead pull pak files from the network,
                                            implies pak and skipcook
    -signed                                 the game should expect to use a signed pak file.
    -PakAlignForMemoryMapping               The game will be set up for memory mapping bulk data.
    -rehydrateassets                        Should virtualized assets be rehydrated?
    -skippak                                use a pak file, but assume it is already built, implies pak
    -skipiostore                            override the -iostore commandline option to not run it
    -stage                                  put this build in a stage directory
    -skipstage                              uses a stage directory, but assumes everything is already there, implies
                                            -stage
    -manifests                              generate streaming install manifests when cooking data
    -createchunkinstall                     generate streaming install data from manifest when cooking data, requires
                                            -stage & -manifests
    -skipencryption                         skips encrypting pak files even if crypto keys are provided
    -archive                                put this build in an archive directory
    -build                                  True if build step should be executed
    -noxge                                  True if XGE should NOT be used for building
    -CookPartialgc                          while cooking clean up packages as we are done with them rather then
                                            cleaning everything up when we run out of space
    -CookInEditor                           Did we cook in the editor instead of in UAT
    -IgnoreCookErrors                       Ignores cook errors and continues with packaging etc
    -nodebuginfo                            do not copy debug files to the stage
    -separatedebuginfo                      output debug info to a separate directory
    -MapFile                                generates a *.map file
    -nocleanstage                           skip cleaning the stage directory
    -run                                    run the game after it is built (including server, if -server)
    -cookonthefly                           run the client with cooked data provided by cook on the fly server
    -Cookontheflystreaming                  run the client in streaming cook on the fly mode (don't cache files locally
                                            instead force reget from server each file load)
    -fileserver                             run the client with cooked data provided by UnrealFileServer
    -dedicatedserver                        build, cook and run both a client and a server (also -server)
    -client                                 build, cook and run a client and a server, uses client target configuration
    -noclient                               do not run the client, just run the server
    -logwindow                              create a log window for the client
    -package                                package the project for the target platform
    -skippackage                            Skips packaging the project for the target platform
    -neverpackage                           Skips preparing data that would be used during packaging, in earlier
                                            stages. Different from skippackage which is used to optimize later stages
                                            like archive, which still was packaged at some point
    -distribution                           package for distribution the project
    -PackageEncryptionKeyFile               Path to file containing encryption key to use in packaging
    -prereqs                                stage prerequisites along with the project
    -applocaldir                            location of prerequisites for applocal deployment
    -Prebuilt                               this is a prebuilt cooked and packaged build
    -AdditionalPackageOptions               extra options to pass to the platform's packager
    -deploy                                 deploy the project for the target platform
    -getfile                                download file from target after successful run
    -IgnoreLightMapErrors                   Whether Light Map errors should be treated as critical
    -trace                                  The list of trace channels to enable
    -tracehost                              The host address of the trace recorder
    -tracefile                              The file where the trace will be recorded
    -sessionlabel                           A label to pass to analytics
    -stagingdirectory=Path                  Directory to copy the builds to, i.e. -stagingdirectory=C:\Stage
    -optionalfilestagingdirectory=Path      Directory to copy the optional files to, i.e.
                                            -optionalfilestagingdirectory=C:\StageOptional
    -optionalfileinputdirectory=Path        Directory to read the optional files from, i.e.
                                            -optionalfileinputdirectory=C:\StageOptional
    -CookerSupportFilesSubdirectory=subdir  Subdirectory under staging to copy CookerSupportFiles (as set in Build.cs
                                            files). -CookerSupportFilesSubdirectory=SDK
    -unrealexe=ExecutableName               Name of the Unreal Editor executable, i.e. -unrealexe=UnrealEditor.exe
    -archivedirectory=Path                  Directory to archive the builds to, i.e. -archivedirectory=C:\Archive
    -archivemetadata                        Archive extra metadata files in addition to the build (e.g.
                                            build.properties)
    -createappbundle                        When archiving for Mac, set this to true to package it in a .app bundle
                                            instead of normal loose files
    -iterativecooking                       Uses the iterative cooking, command line: -iterativecooking or -iterate
    -CookMapsOnly                           Cook only maps this only affects usage of -cookall the flag
    -CookAll                                Cook all the things in the content directory for this project
    -SkipCookingEditorContent               Skips content under /Engine/Editor when cooking
    -FastCook                               Uses fast cook path if supported by target
    -cmdline                                command line to put into the stage in UECommandLine.txt
    -bundlename                             string to use as the bundle name when deploying to mobile device
    -map                                    map to run the game with
    -AdditionalServerMapParams              Additional server map params, i.e ?param=value
    -device                                 Devices to run the game on
    -serverdevice                           Device to run the server on
    -skipserver                             Skip starting the server
    -numclients=n                           Start extra clients, n should be 2 or more
    -addcmdline                             Additional command line arguments for the program
    -servercmdline                          Additional command line arguments for the program
    -clientcmdline                          Override command line arguments to pass to the client
    -nullrhi                                add -nullrhi to the client commandlines
    -fakeclient                             adds ?fake to the server URL
    -editortest                             rather than running a client, run the editor instead
    -RunAutomationTests                     when running -editortest or a client, run all automation tests, not
                                            compatible with -server
    -Crash=index                            when running -editortest or a client, adds commands like debug crash, debug
                                            rendercrash, etc based on index
    -deviceuser                             Linux username for unattended key genereation
    -devicepass                             Linux password
    -RunTimeoutSeconds                      timeout to wait after we lunch the game
    -SpecifiedArchitecture                  Determine a specific Minimum OS
    -UbtArgs                                extra options to pass to ubt
    -MapsToRebuildLightMaps                 List of maps that need light maps rebuilding
    -MapsToRebuildHLODMaps                  List of maps that need HLOD rebuilding
    -ForceMonolithic                        Toggle to combined the result into one executable
    -ForceDebugInfo                         Forces debug info even in development builds
    -ForceNonUnity                          Toggle to disable the unity build system
    -ForceUnity                             Toggle to force enable the unity build system
    -Licensee                               If set, this build is being compiled by a licensee
    -NoSign                                 Skips signing of code/content files.

예를 들어 패키징 시에 Pak 파일을 포함시키려면 

RunUAT.bat BuildCookRun -project="<ProjectPath>.uproject" -platform=Win64 -clientconfig=Shipping 
-build -cook -stage -pak -archive -archivedirectory="D:\Output" -nodebuginfo

위처럼 명령어를 계속 추가하면 된다. 

 

또한 아래처럼 배치파일로 원하는 패키징을 얻을 수 있다.

@echo off

REM The location of the UAT batch file.
set UAT="<EngineDirectory>\Engine\Build\BatchFiles\RunUAT.bat"
REM The location of your Unreal project.
set PROJECT="<ProjectPath>.uproject"
REM The location where the builds are going to be stored.
set OUTPUT="D:\Output"

REM Build both Shipping and DebugGame
call %UAT% BuildCookRun -project=%PROJECT% -platform=Win64 -clientconfig=Shipping -build -cook -stage -archive -archivedirectory="%OUTPUT%\Shipping" -nodebuginfo
call %UAT% BuildCookRun -project=%PROJECT% -platform=Win64 -clientconfig=DebugGame -build -cook -stage -archive -archivedirectory="%OUTPUT%\DebugGame"

 

 

https://greenforestgames.eu/article/Building-Unreal-projects-with-UAT-1605886728

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