UE4 打包参数说明

打包选项说明

打包代码位于 Engine\Source\Editor\MainFrame\Private\Frame\MainFrameActions.cpp

选项代码位于 Engine\Source\Editor\UnrealEd\Classes\Settings\ProjectPackagingSettings.h

选项 DefaultGame.ini(ProjectPackagingSettings.h) 说明 命令行参数
Packaging
Use Pak File UsePakFile(bool) 是否打包为一个文件(对HTML5平台无效) -pak
Generate Chunks bGenerateChunks(bool) -manifests
Generate No Chunks bGenerateNoChunks(bool) 读ini
Chunk Hard References Only bChunkHardReferencesOnly(bool) 读ini
Build Http Chunk Install Data bBuildHttpChunkInstallData(bool) -manifests -createchunkinstall -chunkinstalldirectory=\”%s\” -chunkinstallversion=%s
Http Chunk Install Data Directory HttpChunkInstallDataDirectory(FDirectoryPath)
Http Chunk Install Data Version HttpChunkInstallDataVersion(FString)
Share Material Shader Code bShareMaterialShaderCode(bool) 读ini
Shared Material native Libraries bSharedMaterialNativeLibraries(bool) 读ini
Localizations to Package (+)CulturesToStage(TArray<FString>) 读ini
Include Crash Reporter IncludeCrashReporter(bool) 是否包含崩溃报告程序(Windows XP无效) -CrashReporter
Internationalization Support InternationalizationPreset(EProjectPackagingInternationalizationPresets) 读ini
Cook everything in the project content directory (ignore list of maps below) bCookAll(bool) cook content目录下的所有资产(会忽略Cook only maps) 读ini
Cook only maps (this only affects cookall) bCookMapsOnly(bool) 只cook地图资产 读ini
Create compressed cooked packages bCompressed(bool) 是否使用压缩(可显著降低包大小) -compressed
Encrypt ini files inside pak files bEncryptIniFiles(bool) 是否加密pak中的ini文件 读ini
Encrypt the pak index, making it unusable without the required key bEncryptPakIndex(bool) 是否加密pak索引 读ini
Exclude editor content when cooking bSkipEditorContent(bool) cook时候是否忽略引擎自带编辑器资产 -SkipCookingEditorContent
List of maps to include in a packaged build (+)MapsToCook(TArray<FFilePath>) 需要cook的地图资产 读ini
Additional Asset Directories to Cook (+)DirectoriesToAlwaysCook(TArray<FDirectoryPath>) 额外需要cook的资产目录(相对工程content目录的路径),不管目录里的资产有没有被引用到 读ini
Directories to never cook (+)DirectoriesToNeverCook(TArray<FDirectoryPath>) 永远都不cook的资产目录(相对工程content目录的路径),不管目录里的资产有没有被引用到 读ini
Additional Non-Asset Directories to Package (+)DirectoriesToAlwaysStageAsUFS(TArray<FDirectoryPath>) 如果使用pak,额外需要被打包到pak中的目录(相对工程content目录的路径),否则直接复制到对应路径 读ini
Additional Non-Asset Directories To Copy (+)DirectoriesToAlwaysStageAsNonUFS(TArray<FDirectoryPath>) 需要被复制到对应路径的目录(相对工程content目录的路径) 读ini
Project
Build Build(EProjectPackagingBuild) 是否编译项目(Always:编译; Never:不编; If project has code, or running a locally built editor: 如果工程包含代码或者引擎是自己本地编的,就编译; If running a locally built editor:只有引擎是自己本地编的才编译) -build
Build Configuration BuildConfiguration(EProjectPackagingBuildConfigurations) 编译选项(Debug, Development, Shipping) -clientconfig=Development 如果选项字符串里包含Client 则额外有 -client
Staging Directory StagingDirectory(FDirectoryPath) 输出目录 -stage -archive -archivedirectory=\”%s\”
Full Rebuild FullRebuild(bool) 是否完全重编(推荐) -clean
ForDistribution ForDistribution(bool) 是否是发布版 -distribution
Include Debug Files IncludeDebugFiles(bool) 是否包含调试信息,默认包含 -nodebuginfo
Blueprints
Blueprint Nativization Method BlueprintNativizationMethod(EProjectPackagingBlueprintNativizationMethod) 是否将蓝图编译为C++ 读ini
Prerequisites
Include prerequisites installer IncludePrerequisites(bool) 是否包含运行依赖库安装包 -prereqs
Include app-local prerequisites IncludeAppLocalPrerequisites(bool) 是否包含本地依赖 -applocaldirectory=\”$(EngineDir)/Binaries/ThirdParty/AppLocalDependencies\”
Applocal Prerequisites Directory ApplocalPrerequisitesDirectory(FDirectoryPath) 依赖库目录 -applocaldirectory=\”%s\”
其他参数
目标平台, 见Engine\Source\Developer\DesktopPlatform\Private\PlatformInfo.cpp 中的 AllPlatformInfoArray 中的 TargetPlatformNameUATCommandLine -targetplatform= -cookflavor=
是否编译UAT -nocompile/-compile
不编译编辑器 -nocompileeditor