LoreOwl

Builds

Build a Godot, Unity or Unreal project from the Builds section of a project.

Start a build

  1. Open Builds in a project, then Configure.
  2. Choose the Target platform.
  3. Choose a Channel, for example windows-stable or windows-playtest, or type your own.
  4. Turn on the Pipeline options you want. See Pipeline options.
  5. Add Release notes if you want. They have a Fixed list and an Added list.
  6. Select Export build.

The build runs on a copy of your project. Your own project folder is never changed.

EngineTargets
GodotWindows, Linux
UnityWindows, Linux, macOS
Unreal EngineWindows, Linux

Web shows as Coming soon.

What a build does

The stages run in this order. Options that are off are skipped.

  1. Validating. LoreOwl checks the project, the platform and the channel, and any store credentials the run needs. A problem here stops the build before any work starts.
  2. Copying. LoreOwl copies the project to a temporary folder, without caches and old builds.
  3. Running project checks. Godot only. See Project checks.
  4. Injecting addons. The Analytics SDK and, on Godot, the feedback form.
  5. Obfuscating. Godot only.
  6. Exporting. The engine's own headless build.
  7. Uploading. Only for Upload build artifact, or for store uploads on a trigger.
  8. Recording, Announcing and Cleaning up.

How each engine builds

Godot

LoreOwl runs godot --headless --export-release with an export preset from export_presets.cfg. With Debug build on, it uses --export-debug. Create the presets in Godot's Export dialog, with these exact names:

TargetPreset nameOutput
WindowsWindows Desktop.exe
LinuxLinux.x86_64
WebWeb.html

LoreOwl checks the presets before it copies anything. An export stops after five minutes.

Unity

LoreOwl runs Unity in batch mode and calls LoreOwl.HeadlessBuilder.Build, a build script that it adds to the copy only. The build uses the scenes enabled in File > Build Settings. A build counts as a success only when the script reports success, because Unity can exit normally after a failed build.

Unity needs an active licence. If there is none, the build stops and tells you to sign in to Unity Hub. A build stops after 30 minutes.

Unreal Engine

LoreOwl runs RunUAT BuildCookRun with -cook -stage -pak -archive. Builds use the Shipping configuration, or Development with Debug build on. LoreOwl compiles code only when the project or one of its plugins has a Source folder. Analytics on a Blueprint-only project needs Visual Studio with the C++ workload. A build stops after 60 minutes.

Logs

Logs shows the output of the current build, grouped by stage. Select Problems only to see errors and warnings, or search the output. LoreOwl removes API keys and tokens from the log.

History

History lists every build. Search by build hash. Select Play to run a build. The menu on each build has:

  • Check report, if the build ran project checks
  • Playtest feedback
  • Copy hash, Copy path and Copy log path
  • Copy download link, if the build was uploaded to your storage
  • Delete build

A failed build stays in the list with the stage that failed. A build that you cancel is recorded as cancelled. A build that fails at Validating is not recorded.

Builds are saved in %APPDATA%\loreowl\playtests\<project>\<hash>\.

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