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Glossary

Key terms and concepts used throughout ButterStack.

Table of contents

  1. A
  2. B
  3. C
  4. D
  5. G
  6. I
  7. J
  8. M
  9. P
  10. S
  11. T
  12. V
  13. W
  14. Related

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 or bsk_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.

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