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boltstack

v2.0.0

Published

Unreal Engine workflow automation - CLI tool and library for Node.js and Bun

Readme

⚡Bolt

English | 简体中文

Your daily Unreal Engine workflow, automated.

Bolt is a CLI tool that turns repetitive UE tasks — updating source control, rebuilding the editor, launching the game, filling DDC — into single commands you can chain, script, and share with your team.

bolt run update build start

Stop running Build.bat by hand. Stop context-switching between TortoiseSVN, the editor, and a dozen batch scripts. Define your workflow once in bolt.yaml, run it anywhere.

Install

Windows

irm https://raw.githubusercontent.com/jukrb0x/Bolt/main/install.ps1 | iex

macOS (Apple Silicon)

curl -fsSL https://raw.githubusercontent.com/jukrb0x/Bolt/main/install.sh | bash

Installs bolt to ~/.bolt/bin/ and adds it to your PATH. To update:

bolt self-update

Quick Start

After installing, scaffold config in your project:

cd /path/to/your/ue/project
bolt init

bolt init writes two files:

  1. bolt.yaml — the shared, committed contract (project identity, tasks, flows). No machine paths.
  2. bolt.local.yaml — per-machine paths (engine/project/uproject), gitignored. bolt init tries to auto-detect your .uproject.

Edit the paths in bolt.local.yaml, then run:

bolt run daily --dry-run     # preview
bolt run daily               # go

How It Works

Bolt has two building blocks:

  • A task is a named list of steps (the only building block).
  • A flow is an ordered set of tasks. Flows are fail-fast: the first failing task aborts the flow, unless it is listed in continue_on_fail.

Everything runs through one verb, bolt run. Pass task names to run them in the order you type, or a single flow name to run a predefined goal. What you type is what runs — there is no hidden reordering.

# bolt.yaml — shared contract, committed (no machine paths)
project:
  name: MyGame
  engine: { vcs: git, branch: main }
  project: { vcs: svn }

tasks:
  kill:    [{ uses: ue/kill }]
  update:  [{ uses: ue/update_engine }, { uses: ue/update_project }]
  build:   [{ uses: ue/build, with: { target: editor } }]
  build_editor: [{ call: build }]
  start:   [{ uses: ue/start }]

flows:
  daily:
    description: Update, build, and launch the editor
    steps: [update, build, start]
    continue_on_fail: [start]    # update/build failures abort; start may fail
# bolt.local.yaml — per-machine paths, gitignored
engine_path:  C:/UnrealEngine
project_path: C:/Projects/MyGame
uproject:     C:/Projects/MyGame/MyGame.uproject
use_tortoise: true

Then run any combination in one command:

bolt run kill update build start     # ad-hoc: tasks in the typed order
bolt run build                       # just rebuild the editor
bolt run build --config=debug        # params replace the old variants
bolt run build_editor --config=debuggame # aliases: dbggame, DebugGame
bolt run daily                       # run the predefined flow

Commands

| Command | Description | |---------|-------------| | bolt run <names...> | Run tasks in the typed order, or a single flow | | bolt list | List all tasks and flows | | bolt inspect <names...> | Show the resolved steps for a task or flow | | bolt info | Show project and VCS status | | bolt check | Validate bolt.yaml and bolt.local.yaml | | bolt init | Scaffold bolt.yaml + bolt.local.yaml | | bolt config | Open the current bolt.yaml in $EDITOR | | bolt ai | Generate .bolt/ai-context.md for LLM agents | | bolt version | Print version | | bolt self-update | Update to the latest release | | bolt plugin list | List active plugins and their handlers | | bolt plugin new <name> | Scaffold a new plugin |

Configuration

Config is split in two: a shared bolt.yaml you commit, and a per-machine bolt.local.yaml you gitignore. Bolt merges them at load, so plugin handlers see one unified project.

bolt.yaml (shared, committed)

project:
  name: MyGame
  engine:                    # repo identity only — path lives in bolt.local.yaml
    vcs: git                 # git | svn
    url: ""                  # optional: remote URL
    branch: main             # optional: for git repos
  project:
    vcs: svn                 # git | svn
    url: ""                  # optional: remote URL

targets:
  editor:
    kind: editor             # editor | program | game | client | server
    config: development      # development | debug | debuggame | shipping | test
  client:
    kind: program
    name: MyClient
    config: shipping

tasks:
  update: [{ uses: ue/update_engine }, { uses: ue/update_project }]
  build:  [{ uses: ue/build, with: { target: editor } }]
  build_editor: [{ call: build }]
  start:  [{ uses: ue/start }]

flows:
  daily:
    steps: [update, build, start]
    continue_on_fail: [start]

timeout_hours: 6             # optional: abort a run that exceeds this

bolt.local.yaml (per-machine, gitignored)

engine_path:  C:/UnrealEngine                       # local UE root
project_path: C:/Projects/MyGame                    # local project working copy
uproject:     C:/Projects/MyGame/MyGame.uproject    # .uproject file
use_tortoise: true                                  # optional: TortoiseSVN/Proc for SVN

Relative paths in bolt.local.yaml resolve against the directory containing bolt.yaml.

Tasks

A task is a named list of steps. Its three explicit execution keys are uses for a plugin/local action, call for a reusable task, and run for a shell command:

tasks:
  build:
    - uses: ue/build
      with:
        target: editor
  reset:
    - uses: ue/kill
      continue-on-error: true    # per-step: don't fail the run if this errors
    - call: update               # reuse another task inline
    - call: build
  notify:
    - run: echo "done at ${{ env.TIME }}"

This is an intentional v2 break: legacy uses: task/name steps are rejected. Replace them with call: name; uses is reserved for plugin/local actions.

Run tasks ad-hoc, in the order you type. --key=value params apply to the whole run and override with: values:

bolt run reset build start
bolt run build --target=client --config=shipping
bolt run build_editor --config=debuggame # aliases: dbggame, DebugGame
bolt run update build --dry-run

Flows

A flow is a named, ordered goal composed of tasks. Flows are fail-fast — the first failing task aborts the run — unless a task is listed in continue_on_fail:

flows:
  daily:
    description: Update, build, and launch the editor
    steps: [update, build, start]
    continue_on_fail: [start]    # update/build abort; start may fail
  reset:
    steps: [kill, update, genproj, build]
    continue_on_fail: [kill]     # kill may fail (nothing running) without aborting
bolt run daily
bolt run reset --dry-run

Notifications

Get notified on build start, completion, or failure:

notifications:
  on_start: true
  on_complete: true
  on_failure: true
  providers:
    - type: wecom
      webhook_url: https://qyapi.weixin.qq.com/...
    - type: telegram
      bot_token: "123:ABC"
      chat_id: "-100..."

For a multi-task invocation, the start notification is sent once. It shows the top-level task list and each recursively owned call, plugin/local action, and shell command.

Built-in Handlers

| Handler | Description | |---------|-------------| | ue/build | Build editor, program, or game target | | ue/build_engine | Build the UE engine itself | | ue/build_program | Build a standalone program target | | ue/start | Launch UE editor or a built binary | | ue/kill | Kill all running UE processes | | ue/update_engine | Update the engine repo (git/svn) | | ue/update_project | Update the project repo (git/svn) | | ue/setup | Run the engine Setup.bat | | ue/svn_cleanup | Run SVN cleanup (TortoiseSVN-aware) | | ue/svn_revert | Revert SVN changes | | ue/generate_project | Regenerate project files | | ue/fillddc | Fill Derived Data Cache | | ue/fix_dll | Remove zero-byte DLLs causing linker errors | | ue/info | Print project and VCS info | | ue/ini_set, ue/ini_get, ue/ini_remove, ue/ini_override, ue/ini_read_all | Edit UE .ini config |

Plugins

Bolt is extensible. Add your own handlers for anything not covered by the built-ins — deploying builds, sending Slack messages, running custom tools.

Create a plugin

bolt plugin new myplugin           # project-scope
bolt plugin new myplugin --user    # user-scope (~/.bolt/plugins/)
cd .bolt/plugins/myplugin
bun install    # sets up IDE type support
import type { BoltPlugin } from "bolt";

const plugin: BoltPlugin = {
  namespace: "myplugin",
  handlers: {
    deploy: async (params, ctx) => {
      ctx.logger.info(`Deploying to ${params.env}...`);
    },
  },
};

export default plugin;

Use it in a task:

tasks:
  deploy:
    - uses: myplugin/deploy
      with:
        env: staging

Plugin scopes

| Scope | Location | Priority | |-------|----------|----------| | Built-in | Compiled into bolt | Lowest | | User | ~/.bolt/plugins/<name>/ | ↑ | | Project auto | .bolt/plugins/<name>/ | ↑ | | Project explicit | Declared in bolt.yaml plugins: | Highest |

Higher-priority plugins override lower ones for the same namespace, so you can override any built-in behaviour.

Type definitions

Plugin types are available via the boltstack npm package:

bun add -d boltstack

import type { BoltPlugin, BoltPluginContext } from "bolt" resolves correctly after install. The scaffold sets this up automatically.

Library Usage

Bolt can also be used as a library for programmatic workflow automation. Both Bun and Node.js are supported.

Installation

npm install boltstack
# or
bun add boltstack

High-Level API

import { run, createContext } from "boltstack";

// Run a named task; params apply to every step
await run("build", {
  configPath: "./bolt.yaml",
  params: { target: "client" },
  dryRun: false,
});

// Create context for direct plugin calls
const ctx = createContext({
  project: {
    name: "MyGame",
    engine_repo: { path: "C:/UnrealEngine", vcs: "git" },
    project_repo: { path: "C:/Projects/MyGame", vcs: "svn" },
    uproject: "C:/Projects/MyGame/MyGame.uproject",
  },
  dryRun: false,
});

Direct Plugin Access

import { ue, fs } from "boltstack/plugins";
import { createContext } from "boltstack";

const ctx = createContext({
  project: {
    name: "MyGame",
    engine_repo: { path: "C:/UnrealEngine", vcs: "git" },
    project_repo: { path: "C:/Projects/MyGame", vcs: "svn" },
    uproject: "C:/Projects/MyGame/MyGame.uproject",
  },
});

await ue.handlers.build({ target: "editor" }, ctx);

Core Internals

import { Runner, Logger, createRuntime } from "boltstack/core";
import { loadConfig } from "boltstack";

const config = await loadConfig("./bolt.yaml", createRuntime());
const runner = new Runner(config, { logger: new Logger() });

await runner.runTask("build", {});   // run a task
await runner.runFlow("daily");        // run a flow

Subpath Exports

  • boltstack — High-level API (run, createContext, loadConfig, checkConfig)
  • boltstack/plugins — Built-in plugins (git, svn, ue, fs, json)
  • boltstack/core — Core internals (Runner, Logger, createRuntime)

Runtime Compatibility

The library uses a runtime abstraction layer:

  • Bun: Uses native APIs (Bun.spawn, Bun.YAML)
  • Node.js: Uses child_process and yaml package

CLI remains Bun-only for optimal performance, but the library works everywhere.

Documentation

Full documentation lives in apps/docs (Mintlify):

  • Guide: Getting started, installation, first project
  • How It Works: Architecture, plugin system, runtime
  • CLI Reference: Every command documented
  • API Reference: Plugin API, config schema, built-in handlers, library usage
  • Configuration: bolt.yaml schema, interpolation, troubleshooting

Development

Requires Bun.

bun install
bun run dev          # run from source
bun test             # run tests (requires bolt.local.yaml with local paths)
bun run build:types  # regenerate bolt.d.ts
bun run release:dry  # preview the release process

License

Apache-2.0