Unreal Engine
LoreOwl finds your engines, cooks and packages with RunUAT, and adds a Vault window to the editor.
What LoreOwl does with it
Finds your engines
Epic Games Launcher installs and registered source builds.
Respects the project's version
It reads EngineAssociation in the .uproject, and warns before a project would be converted.
New projects
Blueprint-only 2D, 3D and blank templates, from Unreal 5.0 up. No Visual Studio needed.
Clean builds
RunUAT BuildCookRun on a fresh copy of the project, so every build is a clean cook.
Analytics
The LoreOwl Analytics plugin is added to the build copy. Blueprint-only projects compile it, which needs Visual Studio.
A Vault window
Window → LoreOwl Vault, in the editor.
The build
- How it runs
RunUAT BuildCookRunwith-cook -stage -pak -archive, for Win64 or Linux.- Configuration
- Shipping by default. Development when you tick Debug build.
- Compiling code
-buildwhen the project or one of its plugins has a Source folder. Otherwise the editor is not compiled.- Left out of builds
Binaries,Intermediate,DerivedDataCacheandSaved.- Cancel
- Stops UAT and everything it started.
- Time limit
- A build stops after 60 minutes.
Version control
- Content/ is versioned. Binaries, DerivedDataCache, Intermediate, Saved and build folders are ignored
- Vault assets go to
Content/Imported/ - Placing a .uasset or .umap warns you that it only opens in the engine version that saved it
What it does not do
- Builds for Windows and Linux only. No macOS, web, mobile or console.
- LoreOwl does not install Unreal. Use the Epic Games Launcher.
- No feedback form, obfuscation or pre-build checks. Those are Godot only.
- Cook settings beyond Shipping or Development are not configurable.
- The desktop app is Windows only.
Engines
LoreOwl builds these.
Host applications
The vault appears inside these.