I have set up batch files to build my UE4.20.3-release project with Jenkins. I compile first, then build the project, and finally cook the files and package for Win64 & Development. Packaging on my local machine works fine, when using
packaging > Win64. Other projects seem to build fine on the same server. My project only produces a single
PROJECT_NAME/Content/Paks/. Here are the build logs: Development, Shipping.
Batch files (split up in stages to push build notifications to Slack):
UnrealBuildTool.exe -projectfiles -project="%2" -game -progress
msbuild.exe "%2" /t:build /p:Platform=Win64;Configuration="Development";verbosity=diagnostic
UnrealEngine-4.20.3-release\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -build -project="%2" -allmaps -noP4 -platform=Win64 -clientconfig=Development
UnrealEngine-4.20.3-release\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -cook -project="%2" -allmaps -nop4 -platform=Win64 -clientconfig=Development -nocompile -pak -package -stage -archive -archivedirectory="%3"
When packaging is done, all I have inside the
WindowsNoEditor folder is a folder with the project name and a single
PAK file inside. No executable or
Manifest_NonUFSFiles_Win64.txt and no
I have tried other options for the cooking stage (4.), but it results in the same single
PAK file. I have tried different options for packaging within the editor, which end up in DefaultGame.ini. Build logs here.
Things I've tried:
Any suggestions as to how to produce an executable or to improve the build steps for Jenkins is very much appreciated!
Nov 07 '18 at 01:47 PM
in Packaging & Deployment