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How to detect if it's editor build in Build.cs?

In my old project I had this bit of code in its Build.cs:

     if (UEBuildConfiguration.bBuildEditor == true)
     {
         PublicDependencyModuleNames.AddRange(
             new string[] {
                 "UnrealEd",
             }
         );

The goal is to load UnrealEd only if I'm compiling an Editor build configuration (Development Editor, etc).

However when I try to switch to 4.19, I get an error saying:

 error CS0103: The name 'UEBuildConfiguration' does not exist in the current context

So how do you do it in 4.19?

Product Version: UE 4.19
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asked Jun 13 '18 at 03:00 AM in C++ Programming

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Ixiguis
1.2k 57 61 253

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2 answers: sort voted first

Try this:

 if (Target.bBuildEditor)
 {
     PrivateDependencyModuleNames.Add("UnrealEd");
 }
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answered Jun 13 '18 at 01:17 PM

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phoboz
1k 38 13 60

avatar image Ixiguis Jun 13 '18 at 02:44 PM

Worked. Thanks!

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Even when question is already answered, i want to point, that better to use this:

if (Target.Type == TargetRules.TargetType.Editor) {...}

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answered Aug 27 '18 at 08:10 PM

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lun
71 4 8

avatar image Ixiguis Aug 27 '18 at 08:44 PM

Thanks for the suggestion, lun

avatar image RotemS Sep 12 '18 at 10:36 AM

Could you explain why it's better?

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