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