Launch profiles

Patching needs two custom launch profiles in Unreal's Project Launcher: one that produces the base build, and one that produces patches against it.

Where these live

Platforms → Project Launcher → Add a Custom Launch Profile. You will make two, and keep both — the base profile is not a one-off.

Profile 1: the base build

SettingValue
Cook ModeBy The Book
PlatformWindows
Cultureen
MapsYour working map
Release / DLC / PatchingCreate a release version of the game for distribution, release version 1.0
AdvancedIterative Cooking, Compress Content, Store all content in a single file (unrealPak)
PackagePackage & store locally, Retain the staged directory
DeployDo not deploy
The base packaged profile in Project Launcher

Profile 2: the patch

SettingValue
Cook ModeBy The Book
Platform / Culture / MapsSame as the base
New release version1.1
Release version this is based on1.0
Generate PatchEnabled
Add a new patch tierOff for a patch that replaces the last one (every build is named _0_P). Tick it to produce the next tier, _1_P, which loads on top of _0_P.
AdvancedCompress Content, Store all content in a single file (unrealPak)
PackagePackage & store locally, Retain the staged directory
DeployDo not deploy
The patch profile with Generate Patch enabled
The two version fields are the whole mechanism

Based on says which build to compare against; new release version names what you are producing. Point the patch at the wrong base and you get a patch file that appears fine and does not work against the build you actually shipped.

Rules that bite later

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