Package your Stream

Step 1: Prepare your project

  • Ensure your project is in C++ and uses the correct Unreal Engine source version.

  • Verify you have the right Clang version for cross-platform compiling.

  • Run "SetupYOMForBuildingLocally.bat" script located in the root of your SDK (if not done already).

Step 2: Prepare your project

Before building, use these recommended settings for safe deployment:

  • Run in Editor: Disabled

  • Reboot Client: Disabled

  • Auto Spawn Player: Disabled

  • Force Authentication: Disabled

Step 3: Package the project

  • Navigate to the top bar: Platforms → Linux.

  • Set the Build Target to Game or Server

  • Click "Package Project" at the top.

When selecting a folder to build your project we recommend creating a new folder in your project folder called "Build". Choose this "Build" folder as the destination for both client and server builds.

Step 4: Generate builds

  • Wait for the build process to complete. Speed may vary depending on the size of your project.

  • Verify that two folders, "Linux" and "Linux Server", are created inside the "Build" folder.

Step 5: Package for YOM

  • In Unreal Engine, go to the top bar: Tools → YOM → Package Project.

  • In the opened menu, select the paths to your client and server build folders.

  • If you used the recommended "Build" folder, paths should be automatically selected.

  • Click "Package Project" to create separate zip files for the client and server.

  • After the process completes, find a new folder called "BuildData" in your project directory.


Inside "BuildData", you'll find two zip files, one for the client and one for the server, that are ready to upload to

Last updated