I followed the instructions to download source from github and build debug version of engine. After that I convert one of my projects to use the local built UE editor. Does this mean I have to always use this debug version of editor? Is it possible to switch back and forth between debug and optimized of engine? I’m asking because I thought there might be performance hit to use a debug version of ue editor.
Hello Ningyu,
The simple answer to your question is no, the project doesn’t need to always be run in debug after being run in debug once.
The github version of the engine is called a ‘Source’ version as it is built from source code while the one that you would get from the Epic Games Launcher is called the Binary version. When running the editor, you can either run it through the usual executable or through debug with your compiler. Running in debug is a way to run a process with the compiler so that you can see all the inner-workings as it is going on and set breakpoints and such.
You should be able to run the Source version of the engine just as you would the Binary version. If you already have a project that you’ve made w/ the Source version, you can simply double-click the UProject file. If you want to launch the editor itself, you can find the executable in the Engine > Binaries > Win64 folder (Assuming that you’re running Windows 64-bit) as UE4Editor.exe.
Hope this helps!