Glossary
Key terms and concepts used throughout ButterStack.
Table of contents
A
- Asset Lineage
- The complete history and traceability of a game asset from creation through deployment, tracking its journey through the 5-stage pipeline.
- Asset Manifest
- A generated report showing all assets processed during a build, including cook times, file sizes, and success status.
- API Key
- Authentication credential for REST API access, formatted as
bsk_live_*for production orbsk_test_*for testing. - Approval Workflow
- The process of reviewing and approving asset manifests before deployment to production.
B
- Build Artifact
- Files generated during a build process, such as executables, packages, or deployment files.
- Build Configuration
- Settings that define how builds are triggered, which platforms to target, and build parameters.
- Build Run
- A single execution of a build job, tracked from start to completion with associated metadata.
C
- Changelist
- A Perforce concept representing a collection of file changes submitted together. Similar to a Git commit.
- CI/CD
- Continuous Integration/Continuous Deployment - automated testing and deployment pipelines.
- Cooked Asset
- Game assets converted from their source format to an optimized runtime format by the game engine.
- Core Integrations
- Essential integrations available on all plans: Perforce, Jenkins, Jira, Steam, Unreal Engine, Unity, Discord.
D
- DDC (Derived Data Cache)
- Unreal Engine’s cache system for processed assets, improving build times through asset reuse.
- Deployment
- The process of publishing a build to a distribution platform like Steam or app stores.
- Depot
- A Perforce repository structure representing a collection of files and directories.
G
- Game Engine Integration
- Stage 4 of the asset pipeline, tracking build processes within Unreal Engine, Unity, or other engines.
I
- Integration
- A connection between ButterStack and an external tool or service (e.g., Jenkins, Perforce, Jira).
- Integration Helper Setting
- Configuration data for integrations that require additional setup or credentials.
J
- Job
- A Jenkins build definition that can be triggered manually or automatically.
M
- Manifest
- See Asset Manifest.
P
- PAK File
- Unreal Engine’s packaged asset format, containing compressed and optimized game assets.
- P4 (Perforce)
- Command-line client for Perforce version control system.
- Pipeline
- The 5-stage asset lineage system: Task → Version Control → CI/CD → Game Engine → Deployment.
- Project
- A ButterStack workspace containing integrations, builds, and team members for a single game or application.
S
- SCM (Source Control Management)
- Version control systems like Perforce, Git, or SVN.
- Shader Permutation
- Variations of shader code compiled for different rendering scenarios and platforms.
- Steam App ID
- Unique identifier for your game on Steam, used for deployment tracking.
T
- Task Linking
- Automatic connection between commits/changelists and project management tasks (Jira, Linear, Trello).
- Trigger
- Automated action that initiates a build based on commits, schedules, or manual requests.
V
- Version Control
- Stage 2 of the asset pipeline, tracking file changes in systems like Perforce or Git.
W
- Webhook
- HTTP callback mechanism for real-time event notifications between tools and ButterStack.
- Webhook Token
- Authentication credential for webhook endpoints, formatted as
wh_*. - Workspace
- A Perforce client workspace defining which files are available locally.
Related
- FAQ - Frequently asked questions
- Configuration Fields - Integration settings reference
- API Reference - REST API and webhook documentation