Using E3DS Automation Plugin
Enable E3DS Automation plugin to Package and Upload your App automatically in a single click.
This plugin works with all Unreal Engine Versions.
Prerequisites
Download 7Zip Application and install it- Download (7-zip.org)
Unreal engine :
This plug-in is compatible with both the GitHub version and the Epic Launcher version of Unreal Engine. However, enabling "do dedicated server build" may cause packaging to fail if you are not using the GitHub version.
Preparing the GitHub version of Unreal Engine is an extremely lengthy process, which also requires a powerful machine with ample space.
If you need to build a dedicated server and want to avoid the hassle of building the GitHub version of Unreal, you can use our prebuilt Unreal Engine, which is capable of packaging dedicated servers too. You can download it from the Utilities section of the Control Panel.
Instructions
Getting the plug-in
The ‘E3DSAutomationTools’ plugin can be installed in multiple ways, not just through the Epic Launcher’s Marketplace.
Fab: You can download the plugin from Fab using this link.
Repository: The latest version of the plugin, with bug fixes which supports Unreal Engine 5.1 to Unreal Engine 5.5 is available in this Bitbucket repository: https://github.com/e3ds-ue4/E3DSAutomationTools
Manual Installation: install the plugin manually in your project’s ‘Plugins’ folder:
If your project doesn't have a Plugins folder, create one.
Copy the
E3DSAutomationTools
folder from the following directory:C:\Program Files\Epic Games\UE_5.2\Engine\Plugins\Marketplace\E3DSAutomationTools
Paste the folder into your project’s Plugins directory.
Open your Unreal Engine project and enable the plugin from the Edit > Plugins menu.
If you cannot find the plugin in the specified directory, you can alternatively clone it from the repository.
Cloning the Repository directly to the project’s Plugins Folder
Alternatively, you can clone the repository directly into your project:
If you don’t have a Plugins folder, create one in your project directory.
Clone the repository into this folder, which will create an
e3dsautomationtools
folder inside Plugins.Keep the folder name as
e3dsautomationtools
to match the repository.For C++ projects, generate Visual Studio files from your
.uproject
file, open the solution, and recompile the project to ensure the plugin is added correctly.
Opening the Project
If you're working with a Blueprint-only project, you will be prompted to compile the newly added plugin. Click 'OK' to initiate the compilation process. Your project will automatically open once the compilation is complete, typically after a minute or so.
Enabling the Plugin
When the project is open make sure the plugin is enabled by going to plugins and searching 'E3dsAutomationTools'.
Configuring 'E3DS Automation Tools Settings'
Navigate to:
Project settings > Plugins > E3DS Automation Tools Settings
.
Enter the following required data in the settings page:
Executable Path: It is the path of the EL_AT.exe file which can be Downloaded from this link. Download it and save it somewhere.
Path to E3DS Executable: Click on the ellipsis (...) next to 'Path to E3DS Executable' (refer to the image below), then browse and select the 'el_am.exe' file you just downloaded.
Engine Folder Path: It is the path of the “Engine” folder of your Unreal Engine in which you open your project. It will automatically be added when you open the project with this plugin.
Engine Exe Path: It is the path of the Unreal Engine’s executable file.
UProject Path: It is the path of the project that you have opened this plugin with (Current Project that is opened).
Path to 7Zip: It is the path to your 7Zip executable file. It can be found in “C:\Program Files\7-Zip” or the path where you installed it. Make sure to add the ‘7z.exe’ file.
API key: Paste your API key collected from your E3DS Control Panel.
E3DSStreaming App Name: Enter the name of your application you want to upload on the Control Panel such as MyApp1, MyApp2 etc.
Packaging Mode: Select a ‘Development’ or ‘Shipping’ build based on your need.
Packaging folder: In this choose the path where you want to store the packaged version of your application on your computer.
E3DS Dedicated Server App Name: If you choose to do the Dedicated Server Build, put the name of the dedicated server app that you want to upload in the E3DS Control Panel.
Testing URL: This is URL that will be opened when you have uploaded the application. You can put your application name at the end of it.
Packaging and uploading the Project
Now that all the settings are done, whenever you are ready to package your project and upload, go to windows tab and at the bottom click on ‘E3DS-Push To Cloud’.
It will automatically start the packaging and uploading to control panel with the App name that you gave in the project settings.
When the Upload is complete it will show the message below:
In the Control Panel, you can see your application uploaded with the app name.
To see this document’s steps in action, check out the Youtube video below.
Need help? Contact Support
Submit a new request at E3DS support portal.
Requests sent on weekends will not be addressed until the following business day.