Join Craig Barr for an in-depth discussion in this video Packaging for distribution, part of Unreal Essential Training (2016).
- [Voiceover] Once we have our game project completed. We have all of our textures, our beautiful static meshes in place. We've built up our nice environment. We have all of our effects in place. We're happy with how things are looking and we've built out the lighting and also have completed a simple simulation by doing a play test on our scene using simulated and current camera location, for this specific project anyways, and then testing out how the overall game looks for our build before we package this for distribution.
We can go ahead and start to package this out so that we can build a separate, launchable, playable game or for this matter here for our project we want a different style of game. We've built out this Matinee specific, cinematic-based game that really showcases and highlights this beautiful scene. So let's look at how we package up this game for distribution. We've built out our lights, we've playtested the game. Now we're going to want to go to the File menu here. We're going to click file and come down to package project. This is where we're going to want to check all of the specifics to what the platform is that we're building this to.
Now I should point out that we have supported platforms down here on the bottom but that's also available through packaging settings. Let's go to packaging settings here. This is where we can start to dial in how we want to package this up. You can see that the build configuration is also available in here as it is also in the pull-out menu from the packaging menu under file. I want to build this as a shipping version and in our supported platforms this is where we can highlight what we're building this out for. We can leave it selected to Mac and Windows. I'm specifically building this one out for Windows for this example and at the top here we can give this project a description.
So if you wanted to give this a studio name for example or your name that you want to put in there and if you want to link in a home page to your project as well you can certainly do that and you could define a custom thumbnail for the project. For the purpose of what we're doing here, I'm just going to leave these settings as they are because I do have this set how I want this to package out, where I want the supported platforms to be and I don't need to worry about the targeting hardware because we are leaving it on a PC based area here. If you need to get into more in-depth areas here you can jump into some engine specific settings so that you could go in and define how things are going to work specifically related to the engine but for our project here this is our main area that we want to look at.
I should point out one thing before we hit packaging this up. You do want to go underneath your project setting and confirm your maps and modes. For this specific project if you have access to the course content, you are going to want to make sure your game default map is set to Lighthouse_Complete which is the scene that we're using right now in the background here and then for editor startup map, which is the editor we're running in the background, set that to Lighthouse_Complete as well. Once that's set it's ready to build your project out by looking at that default map which is Lighthouse_Complete.
And that's what we want it to be utilizing because that's the full scene. That's the scene with our completed Matinee cinematic in it and that's what this game is. It's a built out cinematic play back. So once we have that set we don't have to do anything. We could export out these settings in a file if we wanted to share them elsewhere but in this case here they're all saved for us I'm just going to hit exit on here or press the little x to get out of that. Once we've done that we can now go over to our file and we could simply hit package project and we could go right down to build configuration and hit ship, that's fine.
We want to make sure we have it set to shipping in there. So now we want to go into our Windows and set which kind of project we want to set to build this. Anytime we come into these, this is where we are driving the package build. So before you do that make sure you have all your settings ready. Now I've built out a game already that comes with this course content and you can see that within the course content. It's simply the Beach.exe version that'll let you playtest that game and that's simply an executable version of the game as our cinematic and it will drive through each camera location as to how it is built out quite nicely.
So I simply did it as a 32-bit because it'll play friendly on any version if people don't have access to 64-bit it'll play fine on 32-bit, as well 32- bit will of course will play fine on 64-bit. If you're working with 64-bit specifically you could certainly just crank one out to a 64-bit version but just know that the version that comes with this course content is a 32-bit executable. So that is it in the way that our game will package out. And now we want to go to our final game here. You can see that I have Beach.exe and if I launch that and here we're going to get our nice game playing back.
This game isn't utilizing any audio, we can certainly string some audio over top of this but it's going to playback through what our overall game is and this is included with the course content so you can certainly try it out.
- Customizing the Unreal UI
- Creating a new project
- Creating landscapes
- Blocking out levels
- Assembling a scene
- Working with materials and lights
- Adding post-processing effects
- Defining bodies of water
- Adding atmospherics, foliage, and wind
- Working with the Blueprint editor
- Creating cinematics
- Monitoring performance
- Packaging a game for distribution