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Fetch the complete documentation index at: https://buildpixel.mintlify.app/llms.txt

Use this file to discover all available pages before exploring further.

A build setting attached to a project describes what to build, where from, and when.

Fields

type BuildSetting = {
  platform: "Win64" | "Linux" | "Mac" | "Android" | "IOS";
  buildType: "Development" | "Shipping" | "DebugGame" | "Test" | "Server";

  // Where from
  branch?: string;       // GitHub: branch name
  streamPath?: string;   // Perforce: stream / depot path

  // Engine + project
  ueVersion: string;     // "5.4", "5.3"
  uprojectPath?: string; // override .uproject auto-detection

  // When
  trigger: "manual" | "push" | "scheduled";

  // Post-build
  notifyOnComplete: boolean;
  autoDeploy: boolean;
  uploadBuildUrl?: string;  // POST endpoint for the artifact
};

Common patterns

{
  "platform": "Win64",
  "buildType": "Development",
  "branch": "main",
  "ueVersion": "5.4",
  "uprojectPath": "MyGame.uproject",
  "trigger": "push",
  "notifyOnComplete": false
}

Field detail

platform

UE-canonical names. See Platforms & build types.

buildType

Maps directly to UE’s -clientconfig= flag.
TypeOptimizedEditor codeSymbolsUse for
DevelopmentpartialyesyesDaily builds, internal testing
ShippingfullnonoRelease builds for end users
DebugGamenoyesfullHard-to-repro bug investigation
TestfullnoyesProfiling and perf work
ServeryesnoconfigurableDedicated server builds

branch / streamPath

For GitHub, set branch (e.g. "main", "release/1.0"). For Perforce, set streamPath (e.g. "//streams/mygame-mainline/main").

ueVersion

"5.4", "5.3", etc. Overrides EngineAssociation from your .uproject. See Engine versions.

uprojectPath

Path to your .uproject relative to the repo root. Optional — BuildPixel auto-detects up to depth 3. Set this if your .uproject is deeper, or you have multiple uprojects in a monorepo.

trigger

How the build fires. See Triggers for the three modes.

autoDeploy + uploadBuildUrl

When set, BuildPixel POSTs the artifact to your URL the moment the build completes. The most common use is the StreamPixel integration — but the URL can be any endpoint that accepts a multipart upload.

notifyOnComplete

If true, org members get an email when the build finishes (success or failure).

Multiple settings, one project

Most projects end up with a few build settings. Examples:
MyGame project:
├── Win64 / Development / main / push        ← daily dev builds
├── Win64 / Shipping / release/* / manual    ← RC / release builds
├── Linux / Server / main / push             ← server builds
└── Android / Development / main / scheduled ← nightly mobile
Each setting is independent. Push to main fires all matching settings simultaneously.