Unreal Editor Plugin
Build, download and share your packaged game from the Unreal Editor toolbar.
The Unreal Cloud plugin adds an Unreal Cloud button to the Level Editor toolbar. From there you can see the latest build of your project, start a build, download the latest passed build and copy a share link, without leaving the editor.
It works with Unreal Engine 5.4 and later, on Windows and macOS.
Install
Install the plugin from its Fab page into your engine.
Open your project, go to Edit → Plugins, search for Unreal Cloud and enable it if it isn't already.
Restart the editor. The Unreal Cloud button appears on the right of the Level Editor toolbar.
Log in
Click Unreal Cloud, then Log in to Unreal Cloud. Your browser opens the Unreal Cloud login page.
Check that the page shows the same code as the editor, then confirm.
The editor shows Signed in as your email.
If the browser didn't open, click Open the browser again. No account yet? Click Sign up.
You stay logged in when you restart the editor. The login is saved on your computer only: in your Keychain on macOS, and in a file encrypted for your Windows user on Windows.
Choose the project
The first time you log in, pick the Studio, Project and Preset this Unreal project builds with, then click Save. If there's only one choice, it's picked for you.
Your choice is saved to Config/DefaultUnrealCloud.ini. Commit that file, so teammates who open the project use the same preset and only need to log in.
To change it later, open Settings in the Unreal Cloud menu, or go to Project Settings → Plugins → Unreal Cloud.
Build status
The toolbar button shows the latest build of your preset, with a coloured dot:
| Dot | Status |
|---|---|
| Orange | In progress, for example queued or running |
| Green | Passed |
| Red | Failed |
| Grey | Canceled, or anything else |
Under the buttons, Recent builds lists up to five more builds of the preset, with their status, commit message and when they ran. Click one to open it in the dashboard.
While a build runs, the button shows its number, for example Running #57…. The status refreshes every 30 seconds, and every 10 seconds while a build runs. It pauses while the editor is in the background and during Play in Editor.
Start a build
Click Unreal Cloud, then Build. Only presets with the Manual trigger can be started from the editor. Push and Pull Request presets show when they build instead, for example Builds automatically on every push to main. To start builds from the editor, change the preset's trigger to Manual in the dashboard, see Presets.
After you start a build, the menu follows Your build, even if a teammate starts another one. If a newer build exists, click show latest to switch to it.
When your build finishes, a notification tells you whether it passed, with Download, or failed, with View logs.
Starting builds needs an active subscription for your studio.
Download a build
Click Download to download the latest passed build of your preset. The first time, choose the folder to save builds in.
Builds are saved as Project Platform #N.zip, for example MyGame Windows 64-bit #57.zip. A notification shows the progress, with Cancel. If the connection drops, click Retry to continue from where it stopped. When it's done, click Show in folder.
The download folder is only for you on this computer: it isn't saved in DefaultUnrealCloud.ini or shared with the team. Change it in Project Settings → Plugins → Unreal Cloud → Download folder.
Share a build
Click Share to copy a link to the latest passed build. Anyone with the link can download it for 24 hours, without an account. See Sharing builds for more about share links.
Log out
Click Unreal Cloud, then Log out. This removes the saved login from your computer.
Build your own plugin
Unreal Cloud can also build Unreal Engine plugins, for example one you sell on Fab. Connect its repo like any other project.
- If the repo has a
.upluginfile and no.uprojectfile, Unreal Cloud packages the plugin instead of a game. The artifact isPluginName.zip. - If a preset has automated tests turned on, they run against the packaged plugin. In the test filter,
{uproject}is replaced with the plugin's name, so the default filter runs the tests registered under it. - Plugin builds run on Windows (Win64).
To check your plugin builds on every engine version you list on Fab, add a preset for each version.
Only one plugin is built per repo, the one closest to the repo root. A repo that also has a .uproject, for example a sample project, builds that project as a game instead. Keep the sample project in its own repo.
Prepare the zip for Fab
Fab compiles plugins from source, so the zip you upload shouldn't contain built files:
- Download and unzip
PluginName.zip. - Delete the
BinariesandIntermediatefolders. - Zip the plugin folder again and upload it to Fab.