Compare
Jenkins can build anything, Unreal included, as long as someone sets it up and keeps it running. Unreal Cloud does the Unreal part for you, on our machines, with less flexibility. Here is how they compare.
Build machines
Yours: a Jenkins server, plus build agents with the engine installed
None: we run them, with the engine already installed
Setup
Install Jenkins and agents, write a Jenkinsfile that runs BuildCookRun
Connect GitHub or Perforce, pick a platform and engine version
Unreal support
None built in: you script compile, cook and package yourself
Built for it: compile, cook, package and automation tests
Upkeep
Jenkins and plugin updates, engine installs, full disks, broken agents
None on your side
Platforms
Anything your agents can build, including iOS, macOS and consoles
Windows, Linux and Android. No iOS, macOS or consoles yet
Custom build steps
Anything you can script
Not yet: the build pipeline is fixed
Sharing builds
Archived on the Jenkins server, or uploaded somewhere by your pipeline
Download links anyone can open, no account needed
Steam
Script steamcmd in your pipeline
Passing builds upload to a Steam beta branch
Cost
Free software, plus your build machines and the time to run them
$20 per seat per month, build minutes included
You ship on iOS, macOS or consoles
You build a custom or source-built engine, or dedicated servers
Your pipeline needs custom steps, like code signing or your own tools
Someone on the team wants to own the build server
You ship on Windows, Linux or Android with a standard engine version
Nobody on the team wants to look after a build machine
You want builds on every push this week, not after a setup project
You'd rather pay per seat than buy and run hardware
Most Unreal Jenkinsfiles come down to a BuildCookRun command line. In Unreal Cloud, that becomes a preset: a platform, an engine version and a branch. Connect the same GitHub repo or Perforce depot, and keep Jenkins running until the builds match. If you rely on custom steps, check those first, since the pipeline is fixed today.
Yes. Jenkins runs whatever your pipeline tells it to, so an Unreal build is a pipeline that calls BuildCookRun on an agent with the engine installed. Jenkins doesn't know about Unreal itself: the script and the agents are yours to write and maintain.
The software is free and open source. What costs money is the build machines it runs on, and the time someone spends keeping Jenkins, its plugins and the agents working.
Yes. Connect the same repository or depot and run both side by side until you trust the builds. Nothing in your project changes.
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