Cooking Custom Content (Unreal Tournament)

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Cooking Custom Content

Requirements

  • Engine version: 4.6 (or the knepleyp github Engine branch, https://github.com/knepleyp/UnrealEngine/ , until 4.6 is released)
  • A .uprojectdirs file that will find UnrealTournament.uproject as UAT can't currently handle custom automation scripts without it

Cooking a single map

  • Open a command line window up to Engine\Build\BatchFiles\
  • The commandline to cook a single map is "RunUAT MakeUTDLC -MapName=MAPNAME -platform=PLAT1[+PLAT2] [-server] [-serverplatform=[PLAT1][+PLAT2]]"
  • The map will end up in a pak file that is located here: UnrealTournament\Saved\StagedBuilds\MAPNAME\MAPNAME-PLATFORMNAME.pak

Cooking a single package (Blueprint)

  • Open a command line window up to Engine\Build\BatchFiles\
  • The commandline to cook a single package is "RunUAT MakeUTDLC -DLCName=PACKAGENAME -platform=PLAT1[+PLAT2] [-server] [-serverplatform=[PLAT1][+PLAT2]]"
  • The map will end up in a pak file that is located here: UnrealTournament\Saved\StagedBuilds\PACKAGENAME\PACKAGENAME-PLATFORMNAME.pak

Cooking a plugin (full mod)

  • Open a command line window up to Engine\Build\BatchFiles\
  • The commandline to cook a plugin is "RunUAT MakeUTDLC -PluginName=PLUGINNAME [-build] -platform=PLAT1[+PLAT2] [-server] [-serverplatform=[PLAT1][+PLAT2]]"
  • You can supply the -build switch to ensure that the dynamic libraries get built if your plugin has native code
  • The plugin will end up in UnrealTournament\Saved\StagedBuilds\PLUGINNAME\PLATFORM\UnrealTournament\Plugins\PLUGINNAME
  • The uplugin file is needed for the game to know to load your binaries and/or content directory