Create BuildCookRunCommands.md

added the parameters for the buildcookrun command from ue5.3 source -help log
This commit is contained in:
Haczar 2024-05-28 15:07:21 -04:00 committed by GitHub
parent 8f9c93ac7b
commit f2ed2fe9b0
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194

View File

@ -0,0 +1,118 @@
## AutomationTool->BuildCookRun CommandLine
| Flag | Summary |
|------------------------------------------|---------|
| `-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) |
| `-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, which will not be staged in UECommandLine.txt in most cases |
| `-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 |
| `-WriteBackMetadataToAssetRegistry` | Passthru to iostore staging, see IoStoreUtilities.cpp |
| `-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. |
| `-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 generation |
| `-devicepass` | Linux password |
| `-RunTimeoutSeconds` | Timeout to wait after we launch the game |
| `-SpecifiedArchitecture` | Architecture to use for building any executables (see EditorArchitecture, etc for specific target type control) |
| `-EditorArchitecture` | Architecture to use for building editor executables |
| `-ServerArchitecture` | Architecture to use for building server executables |
| `-ClientArchitecture` | Architecture to use for building client/game executables |
| `-ProgramArchitecture` | Architecture to use for building program executables |
| `-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. |
|