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What would I need to use to build the TopDown sample project from the Command Line?

Hello,

I am trying to get Continuous Integration (Jenkins) going for our project using Unreal Engine 4.9 and I have a whole load of questions about building from the command line. But I'll start with this one: How do I build from the TopDown project from the command line?

[Note: I have already looked at https://wiki.unrealengine.com/How_to_package_your_game_with_commands; it gave me a few more questions, but not many answers. For one, it's a client/server example, while the TopDown project is not. Does that matter? Is there an alternative to 'clientconfig' and 'serverconfig'?]

Thanks for any assistance that anyone can provide..

Product Version: UE 4.9
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asked Sep 30 '15 at 10:21 PM in Packaging & Deployment

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Mthlr
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avatar image Mthlr Oct 02 '15 at 07:05 PM

Maybe I'll get an answer if I use a more specific question: What should I use on the command line to build the TopDown sample project?

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Hi Mthlr -

The particular community wiki is a little outdated. To Package you will want to use a command line like the following example:

 C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\AutomationTool.exe BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project="C:/Users/Eric.Ketchum/Documents/Unreal Projects/TopDownPacking/TopDownPacking.uproject" -cook -stage -archive -archivedirectory="C:/Users/Eric.Ketchum/Desktop/Packaging" -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -CrashReporter -utf8output

You would want to change out the Project Argument and the archivedirectory Argument to match your requirements. Also this is for a BP project on the Binary Launcher, if you want to build a compiled project from a compiled source your would need to change the -nocompile -nocompileeditor to read -compile and -compilededitor.

A good reference as well for any other command line arguments you may want to set is to open the editor and run a packaging session manually from the settings in the engine that you desire then open the Output Log (Windows >> Developer Tools >>Output Log) and look for the following lines at the beginning of your packaging project.

 MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
 MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET
 MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/Eric.Ketchum/Documents/Unreal Projects/TopDownPacking/TopDownPacking.uproject -cook -stage -archive -archivedirectory=C:/Users/Eric.Ketchum/Desktop/Packaging -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -CrashReporter -utf8output
 MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
 MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True

Within the Automation.ParseCommandLine, you will see all the flag arguments you set based on the settings you established in the project. The only thing you will want to change when typing in the command window is the double quotation around the file paths.

Thank You

Eric Ketchum

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answered Oct 08 '15 at 07:35 PM

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Lovecraft_K ♦♦ STAFF
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