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 PAK-file in 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 -progressmsbuild.exe "%2" /t:build /p:Platform=Win64;Configuration="Development";verbosity=diagnosticUnrealEngine-4.20.3-release\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -build -project="%2" -allmaps -noP4 -platform=Win64 -clientconfig=DevelopmentUnrealEngine-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_DebugFiles_Win64.txt, nor Manifest_NonUFSFiles_Win64.txt and no Engine folder.
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:
- Adding
serverconfigdoesn’t help - Adding
prereqsdoesn’t help - Adding cpp source files instead of just having an empty
Sourcefolder doesn’t help - Removing
-packageparam doesn’t help - Updating VS (VS2017) doesn’t help
- No .exe when packaging, but no ERROR either - Platform & Builds - Epic Developer Community Forums Answers didn’t help
Any suggestions as to how to produce an executable or to improve the build steps for Jenkins is very much appreciated!