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f2ed2fe9b0
added the parameters for the buildcookrun command from ue5.3 source -help log
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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. |