I’m using RunUAT from the command line to package a Win64 version of my game. I use the arguments:
BuildCookRun -nocompileeditor -nop4 -project=MyProject.uproject -cook -allmaps -stage -archive -archivedirectory=MyOutputPath -package --WindowsNoEditor -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -targetplatform=Win64 -build -utf8output
I’ve noticed that if I make code changes to the project, they aren’t reflected in the packaged build. This seems like a bug - shouldn’t the packaging step build code as well?
Here’s what I did:
- Build a package of MyProject
- Run the package, seems fine.
- Create a new C++ TestActor in MyProject, add him to the map. All he does is DebugPrint to the screen.
- Build another package of the game. Notice that the packaging logs say they can’t find /Script/MyProject , so they can’t resolve TestActor.
- Run the package, sure enough - I don’t see the DebugPrint.
- Open Visual Studio and build the solution.
- Build another package of the game.
- Run the package - there’s my DebugPrint!
Steps 6 and 7 shouldn’t be necessary, right? RunUAT should compile all my game code, I shouldn’t have to manually build before running RunUAT.
Any suggestions for what might be going wrong, or is this expected behavior?