- #Long path tool unreal how to
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This ExitCode can be used by other batch files or other applications that might run the AutomationTool to get a status result of whether the UAT command succeeded or failed. For the above example, the ExitCode is 0 which is 'Success'. Note that the AutomationTool will always exit with an 'ExitCode'. The 'BuildGame' UAT command is used to compile your C++ game code. notools Don't build any tools (UHT, ShaderCompiler, CrashReporterĪutomationTool exiting with ExitCode=0 (Success) configuration=Development+Test Configurations to build, join multiple configurations using + platform=PS4+XboxOne Platforms to build, join multiple platforms using + Will search current path and paths in ueprojectdirs. You can get help for a specific command by running UAT with the command followed by "-Help", for example:īuilds the game for the specified project.Įxample BuildGame -project=QAGame -platform=PS4+XboxOne -configuration=Development. Enter the following command in the command prompt window to change to that folder (including the double quotes) ĪnalyzeThirdPartyLibs CleanDevices RebasePublicIncludePaths TestKillAllīenchmarkBuild CleanFormalBuilds RebuildHLOD TestLogīenchmarkOptions CleanTempStorage RebuildLightMaps TestMacZipīlameKeyword CodeSurgery RecordPerformance TestMcpConfigsīuild CopySharedCookedBuild ReplaceAssetsUsingManifest TestMessageīuildCMakeLib CopyUAT ResavePackages TestOSSCommandsīuildCommonTools CryptoKeys ResavePluginDescriptors TestP4_ClientOpsīuildCookRun DebugSleep ResaveProjectDescriptors TestP4_CreateChangelistīuildDerivedDataCache DumpBranch RunEditorTests TestP4_InfoīuildEditor ExportIPAFromArchive RunP4Reconcile TestP4_LabelDescriptionīuildForUGS ExportMcpTemplates RunUnreal TestP4_StrandCheckoutīuildGame ExtractPaks StashTarget TestRecursionīuildGraph FinalizeInstalledBuild SubmitUtilizationReportToEC TestRecursionAutoīuildHlslcc FixPerforceCase SyncBinariesFromUGS TestStopProcessīuildPhysX FixupRedirects SyncDDC TestSuccessīuildPlugin GenerateAutomationProject SyncDepotPath TestTestFarmīuildServer GenerateDSYM SyncProject TestThreadedCopyFilesīuildTarget GitPullRequest SyncSource TestUATBuildProductsīuildThirdPartyLibs IPhonePackager TempStorageTests UBTĬheckBalancedMacros ListMobileDevices TestArguments UE4BuildUtilDummyBuildCommandĬheckCsprojDotNetVersion ListThirdPartySoftware TestBlame UnstashTargetĬheckForHacks Localise TestChangeFileType UpdateLocalVersionĬheckPerforceCase Localize TestChanges UploadDDCToAWSĬheckRestrictedFolders LookForOverlappingBuildProducts TestCleanFormalBuilds WriteIniValueToPlistĬheckTargetExists MegaXGE TestCombinePaths ZipProjectUpĬheckXcodeVersion OpenEditor TestFail ZipUtilsĬleanAutomationReports P4WriteConfig TestFileUtilityĬleanDDC ParseMsvcTimingInfo TestGauntlet If you installed the Unreal Engine in the default folder from the Epic Games Launcher, you can change to the Unreal Engine by using the 'cd' command.
#Long path tool unreal windows
When you open the command prompt window, you will be in your Windows 'user' directory by default. You should see the "Engine" folder contained in the Unreal Engine 'root' folder.įor Windows, you can open up a Command Prompt window by clicking the Windows 'Start' button and typing "command prompt" (without the quotes). If you installed using the Epic Games Launcher, that will be something like C:\Program Files\Epic Games\UE_4.26. When running UAT, you need to be in the Unreal Engine 'root' folder (the folder where you installed the engine) or in the Engine/Build/BatchFiles folder.
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To run UAT, there is a RunUAT.bat file (or mand for Mac and RunUAT.sh for Linux) in the Engine/Build/BatchFiles folder. Unreal AutomationTool needs to run in a Windows 'Command Prompt' window (or Terminal on Mac or Linux) since it is a commandline based tool and does not have a GUI interface. UAT is available for the Windows, Mac and Linux platforms (basically the same platforms that support the Unreal Editor). Internally, we use AutomationTool for a variety of tasks, including building, cooking, and running games, running automation tests, and scripting other operations to be executed on our build farm." " AutomationTool is a host program and a set of utility libraries you can use to script unattended processes related to Unreal Engine when using C#. The overview of the Unreal AutomationTool can be found here.
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In the engine, the AutomationTool source code can be found in the Engine/Source/Programs/AutomationTool folder (note that you will have the UAT source code even if you downloaded the Unreal Engine using the Epic Game Launcher and not from GitHub). UAT is written in C# and is a collection of various tools that can be used to compile code, cook content and package your game (among other things).
The Unreal Engine includes a tool called Unreal AutomationTool or 'UAT' for short.
#Long path tool unreal how to
How to Debug Your AutomationTool Commands