UE4 in VS2013 each compilation configuration represents meaning

Source: Internet
Author: User

There is a variety of UE4 in the compilation configuration, how to mean it.

The understanding and translation of the original text.

Https://docs.unrealengine.com/latest/INT/Programming/Development/CompilingProjects/index.html


UE4 through Unrealbuildtool to solve complex projects and links to the engine.

Unralbuildtool use *.build.cs and *. Target,cs to build effective projects. They can be generated automatically when creating C + + templates or blueprint using C + + boot to add code to the project.

UE4 and Unrealbuildtool (UE4 build tools) use different configurations to determine how your engine is compiled. Different use purposes correspond to different ways of compiling.

Each compilation configuration consists of two keywords. The first is to characterize the state of the engine and the state of your project, for example: You have compiled a debug version and you can debug your code. The second keyword indicates the target of the compilation. If you want to open a project in unreal, you need to compile the Editor keyword; however, if you compile the executable version of your game, you do not use the target keyword (the second keyword is not available)

State configuration

Describe

Debug

Debugging. With-debug, you can always see the impact of code changes on your project. (I understand that project engineering and editor can be opened at the same time)

Development

is the release version. Using the development configuration, you can work with code changes after you open the project in editor. (This is what I understand when Project engineering is different from editor)

Shipping

This configuration does not include command line, status, and analysis tools

Target configuration

Describe

[Empty]

Standalone executable version that requires cooked content for some platforms.

Editor

You can open it in editor and see how all the code changes.

Uncooked

The project uses no cooked type, the flag bit "-game", in the run is in the new window using no cooked content, equivalent in the editor editor in the Play in > New window as the default startup


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