I haven’t been able to find an answer to this question, and I’ve noticed some differences but I don’t know if I should use one Editor over another. To elaborate, the GitHub download gave me all the commands that I assume should be available “Debug, DebugGame, Development” each with secondary key words “empty, Editor, Server, and Client” there were also “Shipping” and “Test”.
Downloading the Launcher from the Unreal Engine website, when I installed via the launcher any projects I created only had access to “DebugGame, Development” with “empty” and “Editor” as well as “Shipping”. Also with the Launcher install, there were none of the batch files mentioned in any of the set up tutorials (GenerateProjectFiles.bat, and InstallVisualizers.bat).
While reading through the tutorials, several of them mentioned compiling using the Debug configuration (which was unavailable in the Launcher version). Is that a problem that the Launcher install lacked the batch files and Debug, as well as Server and Client keywords? Furthermore, if that is a problem, when I attempt to use the GitHub download, after building, attempting to debug it tells me I’m missing UE4Editor-Win64-Debug.exe will rebuilding fix that or did I miss something in either the Optional.zip or Source.zip?
It seems the GitHub download has more features (while I may not need them this instant, could be useful in the future). Also, the version I’ve been working with is 4.1, as well as Visual Studios 2013 Professional