Tutorial — Packaging Builds for Each Surface
Augmented Traveler local tutorial. Back to Unreal — Tutorials · headsets: Tutorial — OpenXR Headset Builds · streaming: Tutorial — Pixel Streaming 2 · kiosk: Kiosk — Process
How to turn the studio project into installable builds:
- a Windows kiosk;
- an Android APK for Quest, Vive standalone and Android XR;
- Pixel Streaming servers;
- visionOS on the Mac seat.
Draft. Toolchain versions change with hotfixes. Check the 5.8 release notes and Epic's platform requirement pages before installing.
1. Key ideas
- Cook: convert assets for one platform.
- Package: put the cooked content and executable into a build.
- Deploy/Launch: install on a device and run.
- Build configurations:
| Configuration | Use |
|---|---|
| Development | Internal testing, with a console and stats |
| Shipping | Venue builds: no console, optimized, no debug |
| Test / DebugGame | Profiling or debugging (rare) |
- 5.8 changes:
- Zen server is now the default store for cooked output;
- Incremental Cooking is in Beta; use it for faster iteration, not for release builds until proven.
2. Toolchains
| Target | Needs (UE 5.8) |
|---|---|
| Windows (kiosk, PC-VR, Pixel Streaming) | Visual Studio 2026 (recommended), MSVC 14.50, Windows SDK 10.0.26100.0. Verify in the release notes |
| Android (Quest, Vive standalone, Android XR) | Android Studio Koala 2024.1.2 Patch 1, NDK r27c, SDK 35 recommended (34 minimum to compile), minimum install SDK 26, build-tools 35.0.1, OpenJDK 21.0.3 |
| visionOS | A Mac with the Xcode 26.x version the release notes list; Apple developer account |
3. Package from the editor (simple)
- Platforms → (target) → Package Project. Choose an output folder:
Builds/<Surface>/<Date>_<Version>/. - Set the configuration (Development or Shipping) under Platforms → Packaging Settings first.
- Project Settings → Packaging:
- list the maps to cook (only that surface's levels);
- turn on Use Pak File / IoStore;
- leave out editor-only and test content.
4. Project Launcher profiles (repeatable)
Use Platform → Project Launcher and make one custom profile per surface. Save it and check it into source control:
| Profile | Build | Cook | Package / deploy |
|---|---|---|---|
AT_Kiosk_Shipping | Shipping, Win64 | By the Book; kiosk maps only; Cine characters | Package to Builds/Kiosk/ |
AT_Quest_Development | Development, Android (ASTC) | Headset maps; Optimized characters | Deploy to the attached device |
AT_Quest_Shipping | Shipping, Android | As above | Package APK for MDM upload |
AT_PixelStreaming | Shipping or Development, Win64 or Linux | Streaming maps | Package for the server |
Automation later: the DevOps engineer turns these into command-line BuildCookRun scripts on the build machine.
5. Kiosk specifics
- Shipping build. Start it full-screen with
-fullscreen. Add Pixel Streaming arguments only for streaming builds. - Windows kiosk set-up: a dedicated local user, auto-login, auto-start (Task Scheduler), no notifications, power settings "never sleep".
- Watchdog: a small service restarts the app if it stops responding, and restarts it nightly. Logs go to a folder the dashboard reads.
- Offline fallback: the program runs monologues if the conversation service is unreachable (Tutorial — Authoring a Q&A Experience with Ambient Idle).
- Hardening checklist: owned by the kiosk integrator (Kiosk — Process).
6. Versioning and QA
- Build names:
AT_<Surface>_<Config>_<YYYYMMDD>_<changelist>. - Keep the last 3 shipped builds of each surface for rollback.
- QA runs the device matrix on every Shipping build: kiosk PC, Quest 3, and one Android XR device if in scope.
- Record known issues in the build notes.
7. Check before a venue build
Sources
- Epic, Packaging your project: https://dev.epicgames.com/documentation/unreal-engine/packaging-your-project
- Epic, Using the Project Launcher: https://dev.epicgames.com/documentation/unreal-engine/using-the-project-launcher-in-unreal-engine?lang=en-US
- Epic, Build configurations reference: https://dev.epicgames.com/documentation/en-us/unreal-engine/build-configurations-reference-for-unreal-engine
- Epic, Preparing projects for release: https://dev.epicgames.com/documentation/en-us/unreal-engine/preparing-unreal-engine-projects-for-release
- Epic, Android development requirements: https://dev.epicgames.com/documentation/en-us/unreal-engine/android-development-requirements-for-unreal-engine
- Epic, UE 5.8 release notes (Zen, incremental cooking, toolchains): https://dev.epicgames.com/documentation/unreal-engine/unreal-engine-5-8-release-notes?lang=en-US
- Full list: Sources — 2026-09-19