In this lesson, you will learn how to bypass manual packaging by establishing automated deployment workflows that push Development builds directly from the Unreal Editor to your target consoles or mobile devices.
When iterating on massive open worlds featuring Nanite meshes or complex Lumen lighting, the traditional "Package Project" cycle is too slow for daily testing. Instead, we use the Project Launcher and Unreal Automation Tool (UAT) to create a direct pipeline to your hardware.
Configuring the Deployment Profile
To automate this, open the Project Launcher (found under Window > Project Launcher). Create a custom profile that targets your specific platform (e.g., Android or PlayStation). In the Deploy section, select Copy To Device. This instructs the engine to not only cook the data but also transfer the executable and assets directly to your connected device's storage via USB or local network.
Scripting the Push
For even faster iteration, you can bypass the UI by invoking UAT via the command line. By creating a batch script, you can trigger a build and deploy sequence with a single click:
RunUAT.bat BuildCookRun -project="C:/Projects/WorldBuild.uproject" -platform=Android -clientconfig=Development -cook -stage -deploy -device=MyAndroidDeviceID
By setting the -clientconfig to Development, the engine includes the necessary debug symbols and enables the in-game console (tilde key), allowing you to profile frame rates or inspect stat commands while physically moving through your landscape.
Why this matters
Direct deployment ensures that your "Development" build is identical to what your final "Shipping" build will look like, minus the optimization stripping. When you change a foliage density setting or tweak a Virtual Shadow Map configuration, you want the result on your hardware immediately. By automating this, you eliminate the "waiting room" phase of development, allowing you to catch performance regressions on target hardware in real-time, rather than waiting for an overnight build to finish.
Key Takeaway: Automating your deployment pipeline using the Project Launcher or UAT is the only way to effectively profile high-fidelity scenes like Nanite landscapes on actual console or mobile hardware without sacrificing your daily iteration velocity.