Shipping editor?

I want to know why UE4 only development editor. Without shipping editor, the efficiency of shipping was much higher than development

Hi mango,

If you go under Project Settings>Packaging there is a dropdown menu for Build Configuration in which you can change to a shipping build.

Doesn’t this only build UE4Game though? I tried that and the Editor wasn’t updated. I’m in the same boat.

As per the EULA, you cannot ship a title that includes the editor. Therefor there is no ship build for the editor.

[=;107523]
As per the EULA, you cannot ship a title that includes the editor. Therefor there is no ship build for the editor.
[/]

That makes sense, but then what is the most optimized version of the editor that you can build? Test?

[=calducce;109205]
That makes sense, but then what is the most optimized version of the editor that you can build? Test?
[/]

Development Editor.

The shipping and test configurations compile out too much useful functionality and sanity checking code for us to want to use them with the editor, and so we never test an editor version of those configurations (which is why they aren’t generated by UBT).

If you want to give it a go, check out the following code in RulesCompiler.cs, but be aware that we don’t support this configuration and have never tested it, so it’s extremely likely that there is code that won’t compile when both WITH_EDITOR and UE_BUILD_SHIPPING are true.


// Some configurations just don't make sense for the editor
if( IsEditorType( Type ) && 
	( Config == UnrealTargetConfiguration.Shipping || Config == UnrealTargetConfiguration.Test ) )
{
	// We don't currently support a "shipping" editor config
}

Cheers,
Noland

Hello,

I wonder, is the “performance” of the Unreal Editor that I compiled from source using the “Development Editor” target (as per instructions from Epic Games) the same as the one that I can download via Epic Games Launcher?