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Unreal Engine 5.1 Endless Runner Tutorial - Part 22: Windows Packaging

5.4K views· 4:54· Sep 18, 2024

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Welcome back to Part 22 of our Endless Runner tutorial series in Unreal Engine 5.1! In this video, I’ll show you how to package your Endless Runner game for Windows. Windows Development Setup Doc: https://bit.ly/3BhOATs Assets: https://bit.ly/3pCAXJ7 Note: Before using any of the assets, please make sure to read the Readme file provided. Get the Endless runner project files here: https://shop.shivadev.com/b/erprojectfiles Stay Connected: Discord: https://discord.gg/zFZ43Hjs3R Twitter: https://twitter.com/shivasgaming75 GitHub: https://github.com/Shiva9168 Instagram: https://www.instagram.com/shivas_gamingzone/ Portfolio: https://shiva9168.github.io/ Email: shivasgaming75[at]gmail.com Support Me: Patreon: https://patreon.com/shivasgaming PayPal: https://paypal.me/Shivasgaming Help me make more content by donating! -- Timestamps -- 00:00 Disclaimer 00:15 Intro 00:55 Installing Visual Studio and Windows SDK 01:45 Packaging Settings 03:50 Packaging Game 04:20 Final Package Size 04:45 Outro // Ignore the tags below. They are provided for reference purposes only. Tags: #gamedevelopment , #unrealengine5 , #animation , #powerups , #endlessrunner , #Subwaysurfers , #tutorial , Endless Runner Tutorial, Game Design, Game Programming, Game Tutorial, Indie Game Dev, Game Development Series, Endless Runner , Game Development for Beginners, Game Development Tutorial, Game Development Step-by-Step, Packaging Game, Exporting to Windows, Visual Studio

About This Video

In Part 22 of my Unreal Engine 5.1 Endless Runner series, I’m packaging our game for Windows and making sure the build is actually ready to share. Before you even hit “Package Project,” I walk you through the required Windows dev setup—installing Visual Studio 2022 and the latest Windows SDK. While installing Visual Studio, I specifically enable the workloads I use for Unreal: .NET Desktop Development, Desktop Development with C++, and Game Development with C++. After that, I refresh the platform status inside Unreal so you can confirm Windows is detected properly and the SDK version shows up. Then I go into the Project Settings that matter for a clean package. I set the Game Default Map to the Main Menu map so the packaged game always boots into the right place. In Packaging settings, I add only the maps I want in the final build, and I also show where to exclude folders using “Directories to Never Cook.” I set the build configuration to Shipping, choose a staging directory, and explain when I do (and don’t) use Full Rebuild. Finally, I cover Windows RHI choices—DirectX 11 for older PCs (and if you’re not using Lumen/Nanite) vs DirectX 12 for DX12 features—then package the project and share my results: about 11 minutes to build and roughly a 350 MB package.

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