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

**URL:** <https://forums.unrealengine.com/t/how-to-detect-if-its-editor-build-in-build-cs/427255>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [June 13, 2018, 3:00am UTC](https://forums.unrealengine.com/t/how-to-detect-if-its-editor-build-in-build-cs/427255 "2018-06-13T03:00:42Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Ixiguis](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ixiguis](https://forums.unrealengine.com/u/Ixiguis)\
**Post date:** [June 13, 2018, 3:00am UTC](https://forums.unrealengine.com/t/how-to-detect-if-its-editor-build-in-build-cs/427255/1 "2018-06-13T03:00:42Z")

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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?

---

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**Author:** ![phoboz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@phoboz](https://forums.unrealengine.com/u/phoboz)\
**Post date:** [June 13, 2018, 1:17pm UTC](https://forums.unrealengine.com/t/how-to-detect-if-its-editor-build-in-build-cs/427255/2 "2018-06-13T13:17:13Z")

</div>

Try this:

```
if (Target.bBuildEditor)
{
	PrivateDependencyModuleNames.Add("UnrealEd");
}
```

---

<div class="post-metadata">

**Author:** ![Ixiguis](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ixiguis](https://forums.unrealengine.com/u/Ixiguis)\
**Post date:** [June 13, 2018, 2:44pm UTC](https://forums.unrealengine.com/t/how-to-detect-if-its-editor-build-in-build-cs/427255/3 "2018-06-13T14:44:41Z")

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Worked. Thanks!

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**Author:** ![lun](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@lun](https://forums.unrealengine.com/u/lun)\
**Post date:** [August 27, 2018, 8:10pm UTC](https://forums.unrealengine.com/t/how-to-detect-if-its-editor-build-in-build-cs/427255/4 "2018-08-27T20:10:41Z")

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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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**Author:** ![Ixiguis](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ixiguis](https://forums.unrealengine.com/u/Ixiguis)\
**Post date:** [August 27, 2018, 8:44pm UTC](https://forums.unrealengine.com/t/how-to-detect-if-its-editor-build-in-build-cs/427255/5 "2018-08-27T20:44:22Z")

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Thanks for the suggestion, lun

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**Author:** ![RotemS](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RotemS](https://forums.unrealengine.com/u/RotemS)\
**Post date:** [September 12, 2018, 10:36am UTC](https://forums.unrealengine.com/t/how-to-detect-if-its-editor-build-in-build-cs/427255/6 "2018-09-12T10:36:32Z")

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Could you explain why it’s better?
