Export

Package a project into a standalone, shippable release build.

Building a project gets you something you can run in the Editor. Exporting gets you something you can ship: a standalone release build with its launcher, its packaged assets, and nothing that depends on O3DE being installed on the machine that runs it.

OPAL drives O3DE’s own export-project pipeline, so the output is a normal O3DE export — OPAL supplies the configuration and the progress reporting.


Start an export

Open a project’s action menu and choose Export Project. The export dialog collects everything the pipeline needs.

Build configuration

Debug, Profile, or Release. This is the compiled code that ends up in the shipped build, and it defaults to Release.

Launcher targets

Which executables to produce. At least one is required:

TargetProduces
Game LauncherThe standard client executable (selected by default)
Server LauncherA dedicated server build
Headless Server LauncherA server build with no rendering
Unified LauncherA single executable that can act as client or server

Levels

OPAL reads the levels out of your project’s Levels folder and lists them. Tick the ones to include — at least one is required, because the level selection is what seeds the asset bundle. Everything those levels reference is gathered automatically; you do not have to hand-build a seed list.

If the list comes up empty, the project has no levels where O3DE expects them.

 

Assets

  • Build assets before exporting (on by default) runs the Asset Processor and bundles the assets the selected levels pull in. Leave it on unless you have just processed assets yourself.
  • Fail export on asset errors (off by default) turns asset processing errors into a hard stop instead of a warning. Turn it on for a release you intend to actually ship.

Archive format

Package the output as zip, gzip, bz2, or xz, or choose None (folder only) to leave it as a plain directory. Defaults to zip.

Output path

Where the exported build is written. Choosing a folder triggers a disk space check.

Where the settings are stored

Save and Continue writes your choices into the project’s .command_settings file using O3DE’s own export-project-configure command. That file lives in the project root and is the standard O3DE export configuration — so your settings survive, can be read by anyone on the team, are versionable alongside the project, and remain usable from the command line without OPAL.

Nothing is stored in a private OPAL format. Re-opening the dialog on a project you have exported before will run against the same .command_settings the pipeline uses.

Build tools

Exporting compiles launcher targets, so it needs the same toolchain a build does. If the required build tools are missing, OPAL still saves your export settings and tells you what is missing, with an Install Build Tools shortcut. The export starts once the toolchain is in place.

This also means export is unavailable in Script-Only mode, which deliberately hides source-compilation workflows.

Watching it run

An export joins the Builds queue and behaves like a build: same progress bar, same Pause / Resume, Cancel, reorder, and View Log controls. Builds and exports share one concurrency pool, because both drive the same CMake toolchain and would otherwise contend for it.

The queue item reports the stage it is in:

StageWhat is happening
Building toolsCompiling the asset tooling the export needs
Building assetsRunning the Asset Processor over the project
Bundling assetsPacking the level dependencies into .pak files
Compiling launcherBuilding the launcher target(s) — reports real compile progress
ArchivingPackaging the output into the chosen archive format

Export has one pause checkpoint, before the launcher compile begins. Once compiling starts, the item is no longer pausable — the same rule the Builds queue applies to a project build after its configure step.

Output is written to the Logs viewer as a project-export log for the duration, and OPAL raises a notification when the export finishes or fails.


See also