UEPyScripts is a collection of Python tools and PowerShell helpers designed to automate common Unreal Engine project tasks (builds, packaging, editor control, CI tasks, etc.).
- Features
- Requirements
- Installation
- Quick Start
- Usage Examples
- Continuous Integration
- Engine Installation
- Development & Testing
- Contribution Guide
- Support & Troubleshooting
- License & Credits
- Multiple helper scripts:
- Engine Utilities
- ue-run-buildgraph
- ue-close-editor
- ue-compile-editor
- ue-run-editor
- ue-check-engine-installation
- Continuous Integration helpers:
- ue-ci-cleanup
- ue-ci-run-buildgraph
- Engine Utilities
- Python 3.12 or newer
- Windows (primary target; other platforms may work)
- Unreal Engine (project-specific; config in
Config/)
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The easy way is to use UEPyScriptsBootstrap
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You can download the sources and put them directly in your project
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You can add as a submodule:
git submodule add git@github.com:TheEmidee/UEPyScripts Scripts/PyScripts -
You can add as a python requirement:
- Create a file named
requirements.txt - Add
UEPyScripts>=1.2.1in this file - Activate a virtual environment :
python -m venv .venvand& ".\.venv\Scripts\Activate.ps1" - Upgrade pip :
python -m pip install --upgrade pip - Install the module :
pip install -r requirements --upgrade
- Create a file named
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Execute a buildgraph target
ue-run-buildgraph.exe --target "Buildgraph Task Name" -set:Clean=True -set:Targets=MyGameClient+MyGameServer -set:TargetConfigurations=Development+Shipping -
You can directly call
UATorUBT:ue-run-uat.exe turnkey
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You can generate the visual studio solution:
ue-generate-solution.exe
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You can update your engine locally if it can't be found for your projectn (See below for more explanations):
ue-check-engine-installation.exe
This repository contains several modules that you can call from a continuous integration pipeline. We use Jenkins here but this should work for other tools.
All those modules are very opinionated and work with specific rules. This may lack a bit of flexibility, but this is the result of years of iterations, and it works for us.
Ideally you should be using https://github.com/TheEmidee/JenkinsFileGenerator to generate jenkinsfiles that would use the following modules.
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uepyscripts.tools.ci.buildgraph: This executes a buildgraph task. This module will call the internaluepyscripts.run.buildgraphbut will inject all arguments that are required to execute a single node, using a shared storage folder to store the artifacts of the task. This basically allows to execute buildgraph tasks in parallel. A typical usage of this module in a jenkins pipeline script would look like:pwsh """ ."Scripts/Python/.venv/Scripts/ue-ci-run-buildgraph.exe" ` --target="${taskName}" ` --build_tag = "${BUILD_TAG}" -set:Clean=True -set:Targets=MyGameClient+MyGameServer -set:TargetConfigurations=Development+Shipping """
You will have to uncomment or add the entry
BuildgraphSharedStoragePathin yourconfig.inifile inConfig/PyScripts:[Jenkins] ; Path to the shared storage directory BuildgraphSharedStoragePath = \\nas\cache\UE-BuildGraph
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uepyscripts.tools.ci.cleanup: This should be used when your pipeline ends, if you useuepyscripts.tools.ci.buildgraph. This will delete all the files that could have been created as part of the pipeline, in the shared storage folder.stage( 'Cleanup' ) { pwsh """ ."Scripts/Python/.venv/Scripts/ue-ci-cleanup.exe" --build_tag="${BUILD_TAG}" """ }
You can use the module uepyscripts.tools.ue.check_engine_installation (or ue-check-engine-installation) to automatically install the engine version that your project requires.
The requirements for this to work are as follow:
- For now, it is not possible to install automatically engine versions from the Epic Games Launcher as it seems not possible to give arguments to EGS to do so
- You must use an installed build engine that you build from the engine sources from Perforce or Github
- The installed build engine must be zipped into a 7z archive (No sub-folders, the
Enginefolder must be at the the root of the archive) - The archive name must match the
EngineAssociationproperty of theuprojectfile. You can add additional version numbers at the end of the archive name. (For example if theEngineAssociationproperty isUE-MyProject-5.2, you can name your archiveUE-MyProject-5.2.7z, orUE-MyProject-5.2.1.297.7zif you want to keep multiple versions of the engine) - You must place your archives either on a shared local folder, or in an amazon S3 bucket (The engine archives must be placed in a folder named
Engineat the root of the bucket) - You must have installed 7-zip on your machine, and it must be accesible from the PATH
How the script works:
- It will try to resolve the project and the engine the project needs. If this succeeds, nothing has to be done, since the project can be open
- If the engine resolution fails, then an update is executed:
- Try to determine the folder where the engine must be installed by reading the environment variable
NODE_UE_ROOT. If this environment variable exists and points to a valid folder, then this is used. Otherwise the script will prompt the user for a destination. (The environment variable is useful on build machines to allow unattended installations as part of the build pipeline) - Choose a source for where to get the engine archives: You can configure which sources to use by updating the property
[EngineUpdate.Sources].Sourcesin theconfig.ini. You can useLocal,AWS, or both withLocal+AWS.- You can define where the
Localsource can fetch the archives by setting the property[EngineUpdate.Source.Local].LocalFolder. - You can define the amazon S3 properties
AWS_SecretKey,AWS_AccessKey,AWS_BucketNameandAWS_Regionunder the categoryEngineUpdate.Source.AWS. Please note that the script will look for the engine archives in the folderEngineof the bucket. - The script will try each source one at a time, and select the first source that it can reach, and that has an engine archive which has a valid name
- You can define where the
- Create the destination folder if it does not exist, using the
EngineAssociationproperty (So if the destination folder isC:/UEand theEngineAssociationisUE-MyProject-5.2, you will have a folderC:/UE/UE-MyProject-5.2) - Copy the engine archive from the source to the destination folder
- Decompress the engine archive in-place in the destination folder (You would now have the folder
C:/UE/UE-MyProject-5.2/Engine) - Delete the engine archive
- Register the engine in the windows registry by creating a key named
UE-MyProject-5.2atHKCU\SOFTWARE\Epic Games\Unreal Engine\Buildswith the valueC:/UE/UE-MyProject-5.2/Engine - Update the SDKs you need to build the platforms of the project with turnkey. For this, you will have to list all the platforms in the config file by setting the property
[EngineUpdate.TurnKey]with all the platform names, separated by+. Ex:Platforms = Win64+PS5+Switch. This will run the commandturnkey -command=VerifySdk -platform=PLATFORM -UpdateIfNeeded -unattendedfor each platform.
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Install Astral UV
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Setup dev environment and install dependencies:
.\setup-venv.ps1 -
Linting & formatting
- Use
uv run ruff check .anduv run ruff format .Add checks to CI as required. - Use
uv run mypy .
- Use
To create a new release, you must be on the develop branch, and call invoke create_release
We welcome contributions — please follow these steps:
- Fork the repository
- Create a feature branch:
git checkout -b feature/your-change - Run lint locally
- Submit a pull request describing the change
- Check
Config/anduepyscripts/internal/config.pyfor project-specific settings. - If
buildgraphfails, ensureConfig/Projecthas a validBuildgraphPathand the UAT tool is accessible. - When reporting issues, include:
- Python version
- Unreal Engine version
- Exact command and full logs
License: MIT — see the LICENSE file.
Maintainers: Michael Delva and contributors (see AUTHORS or repository metadata).
Changelog: See CHANGELOG.md
Made with ❤️ for Unreal Engine developers — contributions and feedback are welcome! If this helped you, consider starring the repository. ⭐