Repository contain batch files for project packaging without using Unreal Editor using command line. Analog of Project Launcher in Unreal Editor. Used UAT in command line with configurable params. This batch files may be run manual, or run by timer using scheduler.
Opportunities of package
packaging for all platforms - Android, IOS, Win64, Win32, Mac, Linux, etc.
packaging any configuration - Development, Shipping, Debug, DebugGame, Test.
ability to use the value of the “For Distribution” flag" (see Project Settings -> Project -> Packaging -> Project - For Distribution).
for Android builds you can optionally specify the Android Texture Format.
Limitations
tested only on Windows;
when packaging for macOS/iOS you need to select the certificate/provision you need in Project Setting;
@GS_Aero Interesting set of scripts. I had only tried building plugins and c++ code when target platform == host platform, so this was a new experience.
Using a shipping config for Linux target with your UAT options, the log shows undefined symbols (which seems more like a Windows problem when exporting libs). Here’s what my current output says. Any thoughts/suggestions?
It spits out a number of symbol errors until it hits the error limit. Now, this same project builds fine on Linux when target is Linux, and the .so files for dynamic libs have been built on Linux and then moved into the repo. Same UE4.24, and everything works there with UAT. Any idea what I might need to do to be able to package for Linux and Mac from Windows command line with what you see here? Any ideas on how to use this kind of packaging for different target platforms when you have to include shared libraries? Thanks!