# How to ship build with Editor files in project?

**URL:** <https://forums.unrealengine.com/t/how-to-ship-build-with-editor-files-in-project/99023>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [August 24, 2017, 12:11am UTC](https://forums.unrealengine.com/t/how-to-ship-build-with-editor-files-in-project/99023 "2017-08-24T00:11:44Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![RyuMaster](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RyuMaster](https://forums.unrealengine.com/u/RyuMaster)\
**Post date:** [August 24, 2017, 12:11am UTC](https://forums.unrealengine.com/t/how-to-ship-build-with-editor-files-in-project/99023/1 "2017-08-24T00:11:44Z")

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Hey there! I have custom Blutility blueprint and its C++ class, which uses EditorEd.h file;  
The only way for me to ship the game, it so manually remove C++ file and also delete actual bluetility blueprint.

Stuff like this:

1. if (UEBuildConfiguration.bBuildEditor)
2. {
3. PublicDependencyModuleNames.AddRange(new string] { “UnrealEd” });
4. }

and #if WITH\_EDITOR

not helping, because Blietility still stays defined as additional dependency inside uproject file, as it has blueprint in project, hence shipping build fails.

How to workaround this all properly?

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**Author:** ![Zeblote](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Zeblote](https://forums.unrealengine.com/u/Zeblote)\
**Post date:** [August 24, 2017, 1:12am UTC](https://forums.unrealengine.com/t/how-to-ship-build-with-editor-files-in-project/99023/2 "2017-08-24T01:12:48Z")

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You need to make a proper separate editor module and put your blutility code in there. Then it won’t be compiled for shipping.

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**Author:** ![anonymous\_user\_2cbfa308](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2cbfa308](https://forums.unrealengine.com/u/anonymous_user_2cbfa308)\
**Post date:** [January 22, 2019, 11:17pm UTC](https://forums.unrealengine.com/t/how-to-ship-build-with-editor-files-in-project/99023/3 "2019-01-22T23:17:10Z")

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I am running into a similar issue where I am trying to allow Blutility to exist in my actual project, instead of making a mock up project containing Blutilities and transferring assets between the two as I run my blutility scripts on them.

Unreal documentation on creating separate modules (especially in regards to blutilities) is completely out of date and/or non-existent. I’ve followed the following to the letter, and now I can’t even get the C++ to compile, let alone run the Unreal project to make builds. I have yet to find any other source that provides reliable/viable information regarding how to properly set up a separate module.

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**Author:** ![BrUnO\_XaVIeR](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bruno_xavier/32/1110230_2.png) [@BrUnO\_XaVIeR](https://forums.unrealengine.com/u/BrUnO_XaVIeR)\
**Post date:** [January 23, 2019, 12:41pm UTC](https://forums.unrealengine.com/t/how-to-ship-build-with-editor-files-in-project/99023/4 "2019-01-23T12:41:21Z")

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You can download a free plugin from Marketplace and see how its Build.cs files are setup…

I have a few free ones in my signature 😉
