Because the build tools of UE4 works across platforms (Windows, Mac OS, Linux), steps in this article can be applied to Mac OS and Windows as well.
On Windows, You need to replace RunUAT.sh
with RunUAT.bat
though.
First, get Unreal Engine 4 sourcecode and export the following environment variables:
- $UE4_ROOT Engine sourcecode directory, which contains
Setup.sh
- $GAME_UPROJECT Path of the
.uproject
file of your game project - $ARCHIVED_DIR Your build output directory.
cd $UE4_ROOT
./Setup.sh
./GenerateProjectFiles.sh
make UE4Editor UE4Game UnrealPak CrashReportClient ShaderCompileWorker UnrealLightmass
This will generate Makefiles on Linux (Visual Studio files on Windows, XCode files on Mac OS).
$UE4_ROOT/GenerateProjectFiles.sh -project="$GAME_UPROJECT" -game
$UE4_ROOT/Engine/Build/BatchFiles/RunUAT.sh \
BuildCookRun -project="$GAME_UPROJECT" \
-nop4 -build -cook -compressed -stage \
-noclient -server -serverplatform=Linux -serverconfig=Development \
-pak -archive -archivedirectory="$ARCHIVED_DIR" \
-utf8output
$UE4_ROOT/Engine/Build/BatchFiles/RunUAT.sh \
BuildCookRun -project="$GAME_UPROJECT" \
-nop4 -build -cook -compressed -stage \
-platform=Linux -clientconfig=Development \
-pak -archive -archivedirectory="$ARCHIVED_DIR" \
-utf8output
hi thanks for this script but i have an error " ERROR: Failed to find scripts to execute in the command line params.
AutomationTool exiting with ExitCode=1 (Error_Unknown)
RunUAT ERROR: AutomationTool was unable to run successfully. ",
and is their a possibility for making 1 compiled deployment script that can take care of all of this for the UT community who have passion for helping support this game to grow. a deployment script that will finilize a UT4 server hub instead of a game server , thank you , please PM me if this requirement will take or consume ur time and ill be helpful to negotiate terms for costs under the fundraisers of philanthropist from the UT community