Looking for help performing command-line build of Unreal project from source

I won’t fill this thread with error messages - but am just looking for some guidance.

While our eventual goal is to do this via Jenkins (or some other CI tool), we want to walk before we crawl.
We have a simple Unreal Engine project - uses a combination of blueprints and c++ code. We do not have/need a custom engine at this point (nor are we using the current engine source code - just the binary server stuffs installed in Windows).

While I know about the existence of the command line tools (like RunUAT), it has been difficult to determine the order/steps/options. I know there is building (compiling) - and baking (determining which assets need to be converted and excluded/included for the target platform) - and packaging.

So assuming I have the project freshly checked out into directory X and it hasn’t been opened by the editor or in visual studio….what next?

Can this be done in a single step with various switches? is there a specific order to things? do we NEED to have the engine source locally in order to do a command line build/package?

The wiki article here (A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums) is kind of unclear…
it shows examples of Compiling the client (With PAK files): and Cooking the client (With PAK files): Do I need to do both? At same time? sequentially?

Any guidance on the subject would be appreciated….
Simply have been unable to get a command line build to work - even using one of the starter projects .