An Unreal Automation Tool (UAT) locator and command builder designed to streamline common workflow needs like rebuilding project binaries. It should be accompanied by easy to launch batch scripts or other automation tooling.
Warning
This is only tested with numbered engine version identifiers, like "5.2". Custom builds that use GUIDs or directory paths are not yet supported.
Warning
Currently only compiling for Windows.
Download and place the binary ("uaterry.exe") in same directory as the Unreal Engine project's .uproject file.
REM Re-build project main module and its dependencies for development editor
uaterry.exe build
REM Re-build project main module and its dependencies for development editor AND stage on Perforce
uaterry.exe build --perforce
Batch files can contain the above logic and support double-click to execute, allowing for a simple and accessible troubleshooting cmdlet that can be run when you suspect that binaries need to be refreshed for the development editor configuration.
A simple batch script that does this is available in the scripts/ folder.
The support logic for locating UAT is in uewhere which can also be distributed as its own standalone program. It looks for a .uproject in the same directory and attempts to resolve the corresponding engine installation path.
REM Locates the engine installation directory
uewhere.exe
The above snippet, if run on a .uproject configured to expect on 5.4, could
write the following path to stdout: C:\Program Files\Epic Games\UE_5.4
.
Requires .NET 8.0 targeting Windows. Restore NuGet packages before building.
Both uaterry and uewhere are designed as heavy single-file applications, packing their dependencies into the compiled .EXE directly.