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编译配置描述
虚幻引擎(UE)通过虚幻编译工具(UBT)来使用自定义编译方法。 此工具负责处理引擎反射系统编译所必需的信息,将C++代码与蓝图、复制、序列化和垃圾回收进行整合。
Every build configuration contains two keywords. The first keyword indicates the state of the engine and your game project. For instance, if you compile using a Debug configuration, the build process forgoes optimization making it easer to debug. To be clear, every configuration, even Shipping builds, produce symbols for debugging if built form Visual Studio or if Project Settings > Project > Packaging > Project > Include Debug Files is turned on in the Unreal Editor. This means that you can still debug Development and Shipping configurations, they just may not be as easy to debug as the Debug configuration. The second keyword indicates the target you are building for. For example, if you want to open a project in Unreal, you need to build with the Editor target keyword.
| Build Configuration - State | Description |
|---|---|
Debug | This configuration builds both engine and game code in debug configuration without optimizations. This makes things slower, but is easier to debug. If you compile your project using the Debug configuration and want to open the project with the Unreal Editor, you must use the |
DebugGame | This configuration builds game code without optimizations. This configuration is ideal for debugging only game modules. |
Development | This configuration enables all but the most time-consuming engine and game code optimizations, which makes it ideal for development and performance reasons. 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. |
Shipping | This is the configuration for optimal performance and shipping your game. This configuration strips out console commands, stats, and profiling tools. |
Test | This configuration is the Shipping configuration, but with some console commands, stats, and profiling tools enabled. |
UE解决方案编译配置
编译UE解决方案时,即是将引擎的源代码与项目的源代码一同编译。 以此方式编译项目时可使用以下编译配置:
| 调试 | 调试游戏 | 开发 | 发布 | 测试 | |
|---|---|---|---|---|---|
游戏(Game) | ✓ | ✓ | ✓ | ✓ | ✓ |
编辑器(Editor) | ✓ | ✓ | ✓ | ||
客户端(Client) | ✓ | ✓ | ✓ | ✓ | ✓ |
服务器(Server) | ✓ | ✓ | ✓ | ✓ | ✓ |
UE项目编译配置
编译UE项目时,只会对项目的源代码进行编译。 以此方式编译项目时可使用以下编译配置:
| 调试 | 调试游戏 | 开发 | 发布 | 测试 | |
|---|---|---|---|---|---|
游戏(Game) | ✓ | ✓ | ✓ | ||
编辑器(Editor) | ✓ | ✓ | |||
客户端(Client) | |||||
服务器(Server) |