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Custom engine module and DebugGameEditor build

Hi there,

I’ve created a custom engine module that I’ve placed in the Engine\Source\Runtime folder. I would like to have the build system build this module in debug when using the DebugGame Editor solution configuration. Does anyone know how I can do that? I’d really like to keep this module in that runtime folder if at all possible.

Thanks for any help you can give…

Jeff Leggett
Lead Gameplay Engineer
Robotoki, Inc