Why so many build options?
I recently wanted to switch project build from Development Editor to debug, as I wanted to track some stuff. When I opened the builds menu, I saw several dozens of build options, such as: Debug Debug_Client Debug Client DebugGame Client DebugGame_Client Development Editor Development_Editor IOS_Debug_Server
And so on, even WinRT builds were there. I am totally ok with that, except for the fact that I have no idea which build to choose. As example, I just tried to build Debug Editor, and what happened is that after building it did not start the game, saying this thing: https://forums.unrealengine.com/showthread.php?1993-GlobalShaderCache-PC3D_SM5-bin-is-missing Which conf should I choose to have the cooked content for debug? Is it just Debug? Or, maybe, Debug_Editor?
asked Jul 10 '14 at 07:50 AM in Packaging & Deployment
As you noticed, we do have a lot of build configurations available, and all serve a purpose.
To run the editor on windows, you can select either of these combinations
Debug Editor | Win64
Development Editor | Win64
You will also need to run this editor build if you wish to cook the data you need to run other configurations.
If you run either of the configs above with the commandline:
MyGameName -run=cook -targetplatform=windowsnoeditor -map=MyMap
This will cook 'MyMap' for use in other configurations. After you've cooked, run any of the following combinations:
Debug*(Game)* | Win32
Development | Win32
Shipping | Win32
With the commandline:
This will have you running a cooked version of your game, which you can deploy, and/or debug from visual studio/
Hope this helps.
answered Jul 10 '14 at 01:41 PM
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