> ## Documentation Index
> Fetch the complete documentation index at: https://docs.buildpixel.io/llms.txt
> Use this file to discover all available pages before exploring further.

# Quickstart

> From signup to a downloadable Win64 build.

The flow: **connect → map → build → ship**. This walkthrough takes you through it on a GitHub-hosted UE project. Perforce users — see [Connecting Perforce](/source-control/perforce), then come back.

## 1. Sign up & create an organization

Go to [app.buildpixel.io](https://app.buildpixel.io), sign up, and pick an organization name. Invite teammates if you want — or do that later from **Settings → Members**.

## 2. Connect your repo

From **Settings → Integrations**, click **Install GitHub App**. You'll be redirected to GitHub to choose which repos BuildPixel can see.

<Tip>
  Pick **Only select repositories** and grant access to just the UE projects you want to build. Don't grant access to "All repositories" unless you have a reason to.
</Tip>

After install, you bounce back to BuildPixel and the connection is wired up.

## 3. Map your project

Click **New project** in the dashboard sidebar. Pick the repo from the list. BuildPixel reads your `.uproject` and detects:

* Path to your `.uproject` (auto-walks up to depth 3)
* Engine version (from `EngineAssociation`)
* Modules and plugins

Confirm and create. You now have a project — but no build settings yet.

## 4. Add a build setting

A build setting describes **what** to build (platform + build type), **where from** (branch), and **when** (manual / push / scheduled).

```json theme={null}
{
  "platform": "Win64",
  "buildType": "Development",
  "branch": "main",
  "ueVersion": "5.4",
  "uprojectPath": "MyGame.uproject",
  "trigger": "manual",
  "notifyOnComplete": true
}
```

You can have many build settings per project — typically one per `(platform, buildType)` combo.

## 5. Hit Build

Click **Build now** on the build setting. The dashboard navigates to the build's detail page where you'll see:

* **Status**: `pending` → `running` → `complete` (or `failed`)
* **Live duration**: ticking up while the build runs
* **Terminal view**: streaming `LogCook` / `LogInit` output, line-by-line, in real time

The first build on a brand-new project is the slow one. Subsequent builds on the same branch run substantially faster because intermediates and the DDC are reused.

## 6. Ship it

Once status flips to `complete`, you have two paths:

<CardGroup cols={2}>
  <Card title="Download" icon="download" href="/artifacts/download">
    Click the **Download** button to grab the artifact tarball. Extract, run, done.
  </Card>

  <Card title="Push to StreamPixel" icon="signal-stream" href="/artifacts/streampixel">
    Configure `autoDeploy` with your StreamPixel runtime URL and skip the download — every successful build lands straight in your streaming runtime.
  </Card>
</CardGroup>

## What's next

<CardGroup cols={2}>
  <Card title="Set up push triggers" icon="bell" href="/builds/triggers">
    Have BuildPixel build automatically on every push to `main`.
  </Card>

  <Card title="Schedule builds" icon="clock" href="/builds/triggers">
    Nightly or weekly builds, no hands needed.
  </Card>

  <Card title="StreamPixel integration" icon="signal-stream" href="/artifacts/streampixel">
    Push to pixel streaming.
  </Card>

  <Card title="Use the API" icon="terminal" href="/api-reference/introduction">
    Trigger from your own scripts or CI.
  </Card>
</CardGroup>
