# 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:** 1\
**Showing post:** 3

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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Unreal documentation on creating separate modules (especially in regards to blutilities) is completely out of date and/or non-existent.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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