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Unreal Chuck Dev

Chuck RPG UE5 dev client. Like the Unreal Chuck Beta, it builds from the external KBVE/chuck repo (default branch, .uproject under engine.project_path = chuck), with Content pulled from the chuck Forgejo LFS endpoint (git.kbve.com/KBVE/chuck, HTTPS) declared in the repo’s own .lfsconfig. It differs only in distribution: the build ships to itch.io under kbve/chuckrpg on the demo channel.

pipeline: unreal_gameci-main.yml dispatches ci-unreal.yml whenever the MDX version: here outpaces version.toml, or source_path files change. This entry is the single version lever for the whole chuck demo bundle — one bump fans out, off the same gate, to:

  • task: game (mode: game) — Win64 + Linux clients.
  • task: server (mode: server) — the Linux dedicated server, triggered because this entry carries a shell_path. The server reads apps/chuckrpg/unreal-chuck/build.toml for repo / server_target / UE image and archives to the OWS PVC at /mnt/longhorn/ows-server/<server_target>/<version>.

With engine.external_repo_url set, the builder clones KBVE/chuck (default branch) and builds the .uproject under engine.project_path = chuck against the prebuilt UE5.7 on the UE5-Win KubeVirt VM (C:\Program Files\Epic Games\UE_5.7); the Linux client + server build in the cached ghcr.io/epicgames/unreal-engine:dev-5.7.4 image on arc-runner-ue.

engine.build_targets:

  • Win64 — native build on the UE5-Win KubeVirt VM (RunUAT.bat, prebuilt UE5.7)
  • Linuxarc-runner-ue in the Epic UE5.7 Docker image

Plus the bundled Linux dedicated server (shell_path, same version).

Client shipped to itch.io as kbve/chuckrpg (channel demo) when deploy_to_itch is set. Dedicated server staged to the OWS InstanceLauncher PVC for rows integration. Client, server, and the shared version.toml all advance together (1:1).