Packaging
Prepare CalmUI screens and assets for a packaged game.
Before packaging your game:
- Update Studio and the Unreal plugin together when their product line differs.
- Connect Studio to the Unreal project.
- Open each package, save it, and run Validate package.
- Fix every error in Problems and wait for Up to date.
- In Unreal, confirm that the CalmUI Package Assets and referenced images or fonts are present in the Content Browser.
- Confirm the required localization cultures are compiled and included.
- Run the relevant Studio UI/responsive checks and test input in Unreal.
- Package the game through Unreal as usual, then launch the packaged executable.
Unreal checks that the prepared UI is current and that every required asset and language is available. An outdated package, missing image, missing font, or incompatible game-data definition stops the package from being accepted.
The packaged game uses prepared CalmUI data. Editable .calmui, CSS, and
TypeScript source files are not required at runtime.
What to test in the packaged game
Open every entry View and exercise mouse, keyboard, and supported gamepad paths. Check Store-driven disabled/hidden controls, action responses, modals, overlays, localized text, host images, fonts, and any backdrop blur. Record performance on the target machine when the screen has large images, lists, animation, or blur.
A successful Studio build or Editor session does not prove cooked assets, packaged cultures, Shipping exclusions, or the final Unreal renderer.
Video host assets
If a video host asset plays from a FileMediaSource pointing at a file under
Content/Movies, stage that folder as non-UFS so the packaged build can open
it directly instead of through the pak virtual file system. Add it under
[Staging] in DefaultGame.ini:
[Staging]
+DirectoriesToAlwaysStageAsNonUFS=(Path="Movies")Playing a video host asset also needs the optional CalmUiMedia plugin
module enabled; a project with no video host assets can leave it disabled.
See Use Assets in Unreal.