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+ import Environment
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+
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+ # Build the Game
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+ # *Original from TexMech - C28
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+
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+ # Here it could be useful to echo the build log to a text file so you can see the error if the build fails.
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+ print ( '----------------------------------------------------------------------' )
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+ print ( 'Step 2: Packaging unreal project into archive ' )
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+ print ( '----------------------------------------------------------------------' )
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+
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+ section = "BuildGame"
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+
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+ base_dir = Environment .GetEnvVariable ( section , "base_dir" )
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+ project_dir = Environment .GetEnvVariable ( section , "project_dir" )
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+ uproject_file = Environment .GetEnvVariable ( section , "uproject_file" )
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+ builds_dir = Environment .GetEnvVariable ( section , "builds_dir" )
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+ build_maps = Environment .GetEnvVariable ( section , "build_maps" )
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+
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+ print ( base_dir )
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+ print ( project_dir )
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+ print ( uproject_file )
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+ print ( builds_dir )
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+ print ( build_maps )
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+
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+
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+ #call "C:\Program Files\Epic Games\UE_4.23\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project=%uproject_file% -noP4 -nocompile -nocompileeditor -installed -cook -stage -archive -archivedirectory=%builds_dir% -package -clientconfig=Development -ue4exe="C:\Program Files\Epic Games\UE_4.23\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
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+ # call "C:\Program Files\Epic Games\UE_4.23\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project=%uproject_file% -noP4 -clientconfig=Development -serverconfig=Development -ue4exe=UE4Editor-Cmd.exe -utf8output -installed -platform=Win64 -build -cook -map=%build_maps% -unversionedcookedcontent -pak -SkipCookingEditorContent -compressed -prereqs -stage -package -stagingdirectory=%builds_dir% -archive -archivedirectory=%builds_dir%
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+ # call "C:\Program Files\Epic Games\UE_4.23\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project=%uproject_file% -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -build -cook -map=%build_maps% -unversionedcookedcontent -encryptinifiles -pak -createreleaseversion= -SkipCookingEditorContent -compressed -prereqs -stage -package -stagingdirectory=%builds_dir% -archive -archivedirectory=%builds_dir%
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+ # call "C:\Program Files\Epic Games\UE_4.22\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project=%uproject_file% -noP4 -platform=Win64 -clientconfig=Shipping -serverconfig=Shipping -cook -maps=%build_maps% -build -stage -pak -archive -archivedirectory=%builds_dir%
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+
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+
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+ # Here I do a check to ensure the build was successful
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+ # With these programs, they return 0 on success, so if non-zero return code, just go to fail case below and DON'T make an installer
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+ # Otherwise it will create an installer with the last working build.
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+ # IF %ERRORLEVEL% NEQ 0 (
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+ # echo ----------BUILD FAILED - HALTING BATCH PROCESS----------
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+ # echo PUSHING A TXT FILE TO DELETED NIGHTLY TO SIGNAL BAD BUILD
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+ # net use F: "%network_dir%" gKv52w!* /USER:smu\dummy /PERSISTENT:NO
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+ # echo. 2>%network_dir%/BUILD_BROKEN.txt
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+ # net use F: /d
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+ # echo. 2>%builds_dir%/BUILD_BROKEN.txt
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+ # )
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+
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+
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+
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+ # Adding the steam file to the made build and writing our steam app ID
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+ # SteamAppID > PathToCreateTextFileAt
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+ # echo ----------------------------------------------------------------------
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+ # echo Step 2.5: Adding steam file to build
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+ # echo ----------------------------------------------------------------------
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+ # echo 934840 > C:\AutomatedBuilds\C27\Capstone\ThinkArcade\Build_Dir\WindowsNoEditor\FrostRunner\Binaries\Win64\steam_appid.txt
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