Running AutomatedMapBuild on a Jenkins job

I’m trying to figure out if there is a way to run UE4Editor.exe -AutomatedMapBuild though a CI system like Jenkins. I can’t seem to find good documentation on it… and what additional command line arguments are needed.

Is there a way to run the editor “headless” so it can be spawned on a build server?

I am also trying to do this, so far I have found a command online to do it.

UE4Editor.exe “Game.uproject” MapName -AutomatedMapBuild UseSCC=false

But when I start via Jenkins, the UE4Editor process just hangs forever and never does any work. I am going to let it run the whole night to see if it gets unlocked.

The AutomatedMapBuild doesn’t work…

The resavepackages commandlet will probably do what you need…

UE4Editor-Cmd.exe -run=resavepackages -buildlighting -ddc=noshared -AllowCommandletRendering -Map= -AutoCheckOutPackages -AutoCheckIn -forcelogflush -AllowStdOutLogVerbosity -stdout -nullrhi

Also, make sure the build machine has a valid D3D device

  • did you ever get past this issue? In our Jenkins instance, the lighting build just hangs and never returns. When I run the same command from a command line it works just fine.

Thanks, @FelipeR, will give that a go.