Introducing the Unreal Engine Plugin for TeamCity
Blog|by Kieran Hollingsworth|20 May 2024
JetBrains has recently introduced their Unreal Engine Support plugin for general purpose CI/CD solution, TeamCity. This joins the Unity plugin JetBrains has had on offer for several years, to expand their offering to game developers.
JetBrains has worked closely with its game development customers throughout the development of the Unreal Engine plugin, working to ensure it meets the needs of DevOps teams working on real-world Unreal Engine projects. It provides a simplified alternative to the complex process of setting up a build pipeline for Unreal Engine games, helping to generate pipelines such as in the example below.

New features in TeamCity’s Unreal Engine plugin
In addition, the plugin provides a dedicated runner for common use cases such as BuildCookRun, BuildGraph, and automation tests. Here’s an overview of the other features of this plugin:
- Build distribution based on your BuildGraph description.
- On-the-fly automation test reporting.
- Automatic discovery of Unreal Engine installations on the build machines.
- Compatibility with the latest 5.x versions of Unreal Engine, plus support for 4.x.
Building games with TeamCity Unreal Engine plugin
JetBrains runs through how to use their plugin in each of these circumstances in their dedicated blog, highlighting two scenarios: one with the engine pre-installed on an agent and another where the engine is built from source alongside the game. In these examples, JetBrains demonstrates how users can utilise the Unreal Engine plugin to build games with BuildCookRun and BuildGraph.
The TeamCity Unreal Engine Support plugin represents a significant step forward in the ease and efficiency of game development pipelines. To learn more about the plugin’s features and read a step-by-step guide on setting up your build pipeline, read JetBrains blog on the subject. To learn more about JetBrains’ other developer tools, click here.
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Kieran Hollingsworth
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