Turn your Unreal build process into a pipeline without touching CI

    Configure your build pipeline once, add the rules and automation around it, and run it across every branch and platform without Groovy and YAML.

    SpeedrunCI pipeline builder showing pipeline stages in sequence and the trigger conditions for the pipeline

    Define how your game gets built

    Configure the steps, rules, and automation for your Unreal build once, then run it across branches and platforms without maintaining CI scripts or runners.

    Build your pipeline visually

    Start from a template or build from scratch. Add stages, configure them, set triggers and conditions, and see the entire pipeline as you build it.

    Know what runs when

    Ordering is validated as you build, so an invalid stage is rejected with a reason rather than failing three stages in.

    Automate what happens next

    Trigger builds manually, on push, from webhooks, or on a schedule. Add conditions so each stage runs when it should.

    From simple to anything Unreal can do

    Most builds need a few standard steps. Some don’t. SpeedrunCI gives you both without forcing you into a different pipeline.

    Compile, cook, package, and archive without writing commands. Pick your platforms and build configuration, configure the steps, and you’re done.

    Run HLOD and PCG generation on the farm, with guarded commit-back to source control.

    Build stage in Simple mode with Build, Cook, Package and Archive steps and their options

    It can do more than compile and package

    Bake HLODs overnight

    Generate HLODs and PCG content as part of the pipeline instead of asking someone to run the editor manually.

    Rebuild the exact same configuration

    Run a previous build again without recreating its setup or guessing which settings were used.

    Fan one build out into multiple workflows

    Build once, then feed the resulting artifact into multiple pipelines without rebuilding it.

    Clean up automatically

    Run the work that needs to happen after a build whether it succeeds or fails.

    Tell the right people when something changes

    Send build updates to Slack, Microsoft Teams, or Discord as part of the pipeline.

    Keep decisions human

    Pause the workflow for an approval when a person needs to make the call.

    Project settings with the Unreal Engine version dropdown open, showing the selected version applies as the project default

    When Unreal changes, your pipeline doesn’t have to

    Engine versions are a project setting, not pipeline code. Point a project or branch at the version it needs and keep the same pipeline.

    Your pipeline describes what the build does. SpeedrunCI handles which Unreal environment runs it. So, upgrading to the next UE version is a setting change, not a migration.

    Run the same process across projects

    Create reusable pipeline templates and profiles, then let each team adapt them to its project. When your build process improves, the pattern can be shared across the studio instead of recreated project by project.

    Pipeline creation showing reusable templates and saved profiles to start a new pipeline from

    Build the pipeline once.
    Everything else takes care of itself.

    HLODs bake overnight. Approvals happen when they should. The right people hear when something breaks. The same artifact comes out, whether you started from Unreal, the dashboard, or a webhook.

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