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Documentation Index

Fetch the complete documentation index at: https://buildpixel.mintlify.app/llms.txt

Use this file to discover all available pages before exploring further.

Generic CI doesn’t fit Unreal

We’ve used the alternatives. They have a few problems if you’re shipping UE:
Standard hosted runners cap at 16 GB RAM and ~14 GB free disk. An empty UE5 project with a fresh DDC weighs ~30 GB. Self-hosting a runner just means you’re back to managing VMs — the thing you wanted to outsource.
No concept of EngineAssociation. No detection of plugin compile order. Errors get truncated in 1MB log buffers. Status mapping is a regex.
Without persistent DDC, the cooker re-runs every shader compile from scratch. Generic CI gives you ephemeral disks; you’d glue the cache layer together yourself.
Reserved runners cost you whether they’re building or not.

What BuildPixel does instead

Native to UE

.uproject parsing, RunUAT BuildCookRun invocation, LogCook streaming. No YAML translation layer.

Warm caches between builds

Per-project, per-branch caches survive between runs. First build is full, every build after is a delta.

Real-time logs

Live LogCook / LogInit output streamed to the dashboard while the build runs.

StreamPixel integration

For pixel-streaming workflows, builds push straight into your runtime — no manual upload step.

When BuildPixel isn’t the right fit

You need to ship to PS5 / Xbox / Switch today. Console SDKs are NDA-gated and require platform partner access. Console support is an Enterprise add-on — talk to us.
Your existing build pipeline works fine. Our pitch is to teams whose current build story is broken or expensive. If yours isn’t, don’t change it for the sake of changing it.