Each build configuration contains two keywords. The first of these indicates the state of the engine and your game project. For instance, if you compile using a Debug configuration, you'll
be able to debug your game's code. The second keyword indicates the target you're building for. For example, if you'd like to open a project in Unreal, you'd need to build with the Editortarget keyword.
Build Configuration - State
This configuration contains symbols for debugging. This configuration builds both engine and game code in debug configuration. If you compile your project using the Debug configuration and want to open the project with the Unreal Editor, you must use the "-debug" flag in order to see your code changes reflected in your project.
This configuration builds the engine as optimized, but leaves the game code debuggable. This configuration is ideal for debugging only game modules.
This configuration is equivalent to Release. Unreal Editor uses the Development configuration by default. Compiling your project using the Development configuration enables you to see code changes made to your project reflected in the editor.
This is the configuration for optimal performance and shipping your game. This configuration strips out console commands, stats, and profiling tools.
This configuration is the Shipping configuration, but with some console commands, stats, and profiling tools enabled.
Build Configuration - Target
This configuration builds a stand-alone executable version of your project, but requires cooked content specific to the platform. Please refer to our Packaging Projects Reference page to learn more about cooked content.
To be able to open a project in Unreal Editor and see all code changes reflected, the project must be built in an Editor configuration.
If you're working on a multiplayer project using UE4 networking features, this target designates the specified project as being a Client in UE4's client-server model for multiplayer games. If there is a
<Game>Client.Target.cs file, the Client build configurations will be valid.
If you're working on a multiplayer project using UE4 networking features, this target designates the specified project as being a Server in UE4's client-server model for multiplayer games. If there is a
<Game>Server.Target.cs file, the Server build configurations will be valid.