So I’m highly confused about the process of building the engine from master on Github but not as in I don’t know what I’m doing but based on official documentation, can seem a little daunting. Let’s start from scratch real fast here. So I just downloaded a master build and compiled used Development Editor config inside of Visual Studio 2013 Professional. No errors were received and everything works fines including editor and building projects. Now according to the official documentation, then engine comes with different configs that allows you to change the way the engine is compiled and ran. With that being said this is where I run into trouble.
So I start from scratch again build master using DebugGameEditor instead since I like to edit game code while running the project. Strange thing is that the engine compiles fine and the engine launches fine to creation page. However once you create a project whether it be C++ or Blueprint, the editor then reloads and brings up an error unable to load game module. Now from what I noticed, all the video tutorials on Youtube from Epic states as well that the engine should be compiled from source using DevelopmentEditor, but why offer all these other configs if they can’t be used? Maybe I’m just not understanding something right or I honestly don’t have a clue on what I’m doing.
I’m not trying to bash anyone I truly love Epic and the amazing work they create, I just can’t seem to figure this one out on my own. Besides Epic and I talk on Twitter on a daily basis including RCL! (LOVE THAT GUY!)
Did you download the master (which is the HEAD and usually ustable) or the 4.3 release? I would suggest starting with 4.3 release instaed as it’s stable and been tested. No surprise checkin.
I haven’t had any problems with 4.3 from github, but then I’m not on the master. I found out a while ago that unless you need a new feature/bug fix that’s just been checked in it’s best to stick with the release.
Most of the videos are aimed at blueprint, not C++, so you will see developmenteditor builds. There is one video that targets C++ programmer (an early one) that talks about the other builds. I always use Debug Game Editor so that I can use the debugger on my C++ code.
So when you compile the engine for the first time you use DebugGame Editor? Then you load the launcher and create a C++ project, and then of course that opens in VS and you rebuild which launches the editor with no errors? See I only recently started using master as to me it’s pretty stable but these issues happened even on stable builds for me. Not sure why but yeah it does. I was just hoping I read your statement correctly.
PS: Can you explain a little more in detail how each of the configs work and what they are used for. I truly think Epic should re-work the documentation on that page as I don’t think they go in depth with the information at hand. I know UE4 is new and all but I really think this is viable information for C++ users using the engine.
The three modes are Debug (no optimization, full debug symbols), Development (optimized, but I think with debug symbols) and Shipping (not sure, haven’t shipped anything yet :D). The builds are Client/Server, Game (game only), Editor (editor with game embedded). I’m not booted into my dev system, but there is an option that has debug game and development editor, which gives you the fater editor but still able to debug the game code.
There’s a lot of details in the documentation they don’t cover at all. Try finding anything useful on Slate or Archives. They are working on improving things, but it’s a slow process.