What is the difference of WindowsClient, WindowsNoEditor, WindowsServer and Windows?

Was actually curious about this myself.

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What is the difference of WindowsClient, WindowsNoEditor, WindowsServer and Windows?

From my understanding thus far:

WindowsServer is the dedicated UE4 server that you can run similar to how you would a Minecraft server. I am making a game that consists of clients and dedicated servers. So I can find the dedicated server executable within the WindowsServer directory, once I build it. For example, I can find GameServer.exe in WindowsServer folder. You can double click this.

WindowsNoEditor is where the client executable is found. Here you will find Game.exe. You can just double click this and it will run your game.

I have yet to figure out what WindowsClient is.

These are all different platforms you can build to. Windows I believe just means a Windows game vs. Mac.

I hope this helps. Let me know if I am wrong :slight_smile:

SyedAman gave the best answer. I’d like to also guess that WindowsNoEditor means that it is not installing the editor as part of the game package, as old versions of Unreal came with the editor and the player could also install the editor from the disc. It seems like it is the most lean version of the builds.

I would also like to have a formal answer to what these are. There isn’t anything in the documentiation that actually states this.

The follow is my current estimation:

Considering there are “build targets” and using these as reference.
Targets doco: Targets | Unreal Engine Documentation

“WindowsServer” is the server target, with no client code.

“WindowsClient” is the client target, with no server code.

“WindowsNoEditor” is the “Game” build target version that cant run uncooked content (as the editor code is needed to load uncooked content)

“Windows” is the “Editor” target version that includes the editor code, so can load uncooked content.

“Windows” is much larger then “WindowsNoEditor”, WindowsClient, and WindowsServer versions, which would be explained by including the editor code needed to support uncooked content.

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Same question. 3 years on and no documentation on this anywhere in the UE4 docs. It would be great to have an answer to this

which part of code is “client” or " server"?is there a macro or any other tag figure it out?