## 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. | |