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How to package a Motion project
Use this guide after the Motion demo path and your project character both work in PIE. The goal is to catch broken profile references, missing plugin content, invalid item configs, or late initialization warnings before shipping a packaged build.
Before packaging
- Run Quick start and confirm the shipped demo moves.
- Run your own character through Add Motion to a character.
- Confirm tuned component profiles point at
/Game/...project assets, not edited plugin defaults. - If the project uses native first-person items, equip and unequip the item in PIE.
- Fix Motion warnings before starting the cook.
Use the Gameplay Debugger and GAS overlay when the runtime state is unclear. During PIE, press apostrophe (') to open the Gameplay Debugger, then use the category key shown for Motion if that category is not already visible.
bash
showdebug abilitysystem
log LogMotionAbilitySystem VerboseReload before cooking
- Save all changed assets.
- Restart Unreal Editor.
- Reopen the map that uses your Motion character.
- Press Play in standalone mode.
- Walk, sprint, crouch, and jump once.
This catches setup that only worked because an unsaved editor object was still loaded.
Package from Unreal Editor
Use Unreal's standard packaging flow:
- Open Platforms in the editor toolbar.
- Choose your target platform.
- Run the normal package action for your project.
- Check the Output Log for Motion warnings or missing asset references.
Package from command line
For a Development Win64 package, run Unreal Automation Tool with your project path:
powershell
& 'C:\Path\To\UE_5.6\Engine\Build\BatchFiles\RunUAT.bat' BuildCookRun `
-project='C:\Path\To\YourProject\YourProject.uproject' `
-noP4 -platform=Win64 -clientconfig=Development `
-build -cook -stage -pak -archive `
-archivedirectory='C:\Path\To\YourProject\Saved\MotionPackage'Adjust the engine path, project path, config, and archive directory for your project.
Expected result:
text
AutomationTool exiting with ExitCode=0 (Success)Common packaging failures
| Symptom | Check |
|---|---|
| Missing Motion assets | MotionCore is enabled and plugin content references are valid |
| Missing project profiles | Component Profile fields point at saved /Game/... assets |
| Character does not initialize | PlayerState or character exposes an Ability System Component |
| First-person item missing | The item config has one complete first-person/world mesh pair |
| Crouch, sprint, or jump differs after reload | Tuning was made on transient component/runtime fields instead of the assigned profile or item config |