> ue5-docker-build
Build, package, and deploy Unreal Engine 5 projects using Docker containers. Generates Dockerfiles, docker-compose configurations, CI/CD pipelines, and GPU passthrough setups for UE5 game servers, pixel streaming, and automated builds. Use this skill when someone wants to containerize a UE5 project, set up Docker-based CI/CD for Unreal, deploy a UE5 dedicated server, configure pixel streaming in Docker, or build UE5 projects in containers. Also triggers for mentions of "ue4-docker", "unrealconta
curl "https://skillshub.wtf/antonioinnovateops/UnrealEngineAgent/ue5-docker-build?format=md"UE5 Docker Build Skill
Creates Docker-based build and deployment configurations for Unreal Engine 5 projects. Covers the full pipeline from containerized compilation to production deployment.
Process
Step 1: Determine Deployment Target
Ask the user what they need:
| Target | Description |
|---|---|
| Game Server | Headless dedicated server in minimal container |
| Pixel Streaming | GPU-accelerated client with browser-based streaming |
| CI/CD Build | Automated build pipeline (GitHub Actions / GitLab CI) |
| Development | Full editor in container for reproducible builds |
| All-in-One | Complete stack with server + streaming + signaling |
Step 2: Gather Project Details
- Project name (for container naming)
- UE version (5.5, 5.6, 5.7)
- Build configuration (Development, Shipping)
- Target platform (Linux only for containers)
- Server map (default map name for dedicated servers)
- Port requirements (game: 7777/udp, streaming: 80/tcp, 8888/tcp)
Step 3: Generate Configuration
Based on the target, generate the appropriate files. See references/dockerfiles.md for the full template library.
Game Server Dockerfile
# Multi-stage: build then deploy to minimal runtime
FROM ghcr.io/epicgames/unreal-engine:dev-slim-5.7 AS builder
COPY --chown=ue4:ue4 . /tmp/project
RUN /home/ue4/UnrealEngine/Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
-project=/tmp/project/${PROJECT_NAME}.uproject \
-platform=Linux -serverconfig=Shipping \
-server -noclient \
-cook -build -stage -pak -archive \
-archivedirectory=/tmp/project/Packaged
FROM gcr.io/distroless/cc-debian12:nonroot
COPY --from=builder --chown=nonroot:nonroot \
/tmp/project/Packaged/LinuxServer /home/nonroot/server
EXPOSE 7777/udp
ENTRYPOINT ["/home/nonroot/server/${PROJECT_NAME}/Binaries/Linux/${PROJECT_NAME}Server"]
Docker Compose for Full Stack
services:
game-server:
build:
context: .
dockerfile: Dockerfile.server
ports:
- "7777:7777/udp"
restart: unless-stopped
environment:
- UE_MAP=DefaultMap
- UE_MAX_PLAYERS=16
pixel-streaming:
build:
context: .
dockerfile: Dockerfile.streaming
ports:
- "80:80"
deploy:
resources:
reservations:
devices:
- driver: nvidia
count: 1
capabilities: [gpu, video]
depends_on:
- signaling
signaling:
image: ghcr.io/epicgames/pixel-streaming-signalling-server:latest
ports:
- "8080:8080"
- "8888:8888"
Step 4: GPU Passthrough (if needed)
For pixel streaming or any rendering workload:
# Install NVIDIA Container Toolkit
curl -fsSL https://nvidia.github.io/libnvidia-container/gpgkey | \
sudo gpg --dearmor -o /usr/share/keyrings/nvidia-container-toolkit-keyring.gpg
curl -s -L https://nvidia.github.io/libnvidia-container/stable/deb/nvidia-container-toolkit.list | \
sed 's#deb https://#deb [signed-by=/usr/share/keyrings/nvidia-container-toolkit-keyring.gpg] https://#g' | \
sudo tee /etc/apt/sources.list.d/nvidia-container-toolkit.list
sudo apt-get update && sudo apt-get install -y nvidia-container-toolkit
sudo nvidia-ctk runtime configure --runtime=docker
sudo systemctl restart docker
Step 5: CI/CD Pipeline
Generate CI/CD configuration for the user's platform. Templates available for:
- GitHub Actions (self-hosted GPU runner)
- GitLab CI (Docker-in-Docker with GPU tags)
- Epic's Horde build system
Step 6: Build and Test
# Build the container
docker build -t ${PROJECT_NAME}-server:latest -f Dockerfile.server .
# Test locally
docker run --rm -p 7777:7777/udp ${PROJECT_NAME}-server:latest
# For GPU workloads
docker run --rm --gpus all -p 80:80 ${PROJECT_NAME}-streaming:latest
Step 7: MCP Server Integration (Optional)
If the user wants Claude Code to control the containerized UE5 editor, add MCP server services:
services:
ue5-editor:
image: ghcr.io/epicgames/unreal-engine:dev-slim-5.7
ports:
- "127.0.0.1:6766:6766/tcp" # Remote Control HTTP
- "127.0.0.1:6767:6767/tcp" # Remote Control WebSocket
volumes:
- /tmp/.X11-unix:/tmp/.X11-unix:rw
- ${XAUTHORITY}:/tmp/.Xauthority:ro
# NVIDIA Vulkan libraries (nvidia-container-toolkit doesn't inject these)
- /usr/share/vulkan/icd.d/nvidia_icd.json:/usr/share/vulkan/icd.d/nvidia_icd.json:ro
- /usr/lib/x86_64-linux-gnu/libGLX_nvidia.so.0:/usr/lib/x86_64-linux-gnu/libGLX_nvidia.so.0:ro
- /usr/lib/x86_64-linux-gnu/libnvidia-glcore.so.${NVIDIA_DRIVER_VERSION}:/usr/lib/x86_64-linux-gnu/libnvidia-glcore.so.${NVIDIA_DRIVER_VERSION}:ro
- /usr/lib/x86_64-linux-gnu/libnvidia-glvkspirv.so.${NVIDIA_DRIVER_VERSION}:/usr/lib/x86_64-linux-gnu/libnvidia-glvkspirv.so.${NVIDIA_DRIVER_VERSION}:ro
- /usr/lib/x86_64-linux-gnu/libnvidia-gpucomp.so.${NVIDIA_DRIVER_VERSION}:/usr/lib/x86_64-linux-gnu/libnvidia-gpucomp.so.${NVIDIA_DRIVER_VERSION}:ro
- /usr/lib/x86_64-linux-gnu/libnvidia-glsi.so.${NVIDIA_DRIVER_VERSION}:/usr/lib/x86_64-linux-gnu/libnvidia-glsi.so.${NVIDIA_DRIVER_VERSION}:ro
- /usr/lib/x86_64-linux-gnu/libnvidia-tls.so.${NVIDIA_DRIVER_VERSION}:/usr/lib/x86_64-linux-gnu/libnvidia-tls.so.${NVIDIA_DRIVER_VERSION}:ro
environment:
- DISPLAY=${DISPLAY}
- XAUTHORITY=/tmp/.Xauthority
deploy:
resources:
reservations:
devices:
- driver: nvidia
count: all
capabilities: [gpu]
ue-mcp-server:
image: mcp/unreal-engine-mcp-server:latest
environment:
- UE_HOST=ue5-editor
- UE_RC_HTTP_PORT=6766
- UE_RC_WS_PORT=6767
depends_on:
- ue5-editor
Host-side setup before launching: xhost +local:docker
Detect NVIDIA driver version dynamically:
export NVIDIA_DRIVER_VERSION=$(nvidia-smi --query-gpu=driver_version --format=csv,noheader | head -1)
Security Best Practices
- Bind MCP ports to localhost only:
127.0.0.1:6766:6766 - Set
MCP_AUTOMATION_ALLOW_NON_LOOPBACK=false(default) - Use read-only content volumes:
./Content:/project/Content:ro - Private Docker network with custom subnet for multi-service stacks
- UFW firewall:
sudo ufw allow from 127.0.0.1 to any port 6766
Important Notes
- GHCR Access: Requires GitHub account linked to Epic Games account with
read:packagesPAT - Licensing: UE EULA prohibits public distribution of dev images — use private registries only
- GPU: Only available at runtime, NOT during
docker build - Image Sizes: dev-slim ~35 GB, runtime ~2 GB — always use multi-stage builds
- Performance: Containers add <0.5ms to frame time (~110 FPS median)
- Vulkan in Docker: nvidia-container-toolkit injects CUDA but NOT Vulkan rendering libraries — bind-mount from host
Reference Files
- Dockerfile Templates — Full library of Dockerfile patterns
> related_skills --same-repo
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Scaffold and configure new Unreal Engine 5 projects with proper CLAUDE.md, .gitignore, Git LFS tracking, directory structure, and Epic coding conventions. Use this skill whenever someone mentions creating a new UE5 project, setting up a UE5 repo, initializing an Unreal project, configuring Git for Unreal, or writing a CLAUDE.md for a UE5 codebase. Also triggers for project organization, asset naming conventions, or module structure setup.
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