Focused reference · Unreal Engine 5.8
Build configurations and targets
State configuration
| Configuration | Use | Important behavior |
|---|---|---|
| Debug | engine and game debugging | no optimization; slow; source engine context |
| DebugGame | game-module debugging | game code unoptimized; engine remains optimized |
| Development | daily packaged testing and profiling | most optimization; console/tools available |
| Test | shipping-like QA with selected stats/profiling | Shipping base with some diagnostic tools |
| Shipping | distribution candidate | full optimization; end-user console/stats stripped |
Shipping can still produce symbols. Store them securely rather than assuming an optimized build is unsymbolicatable.
Target type
- Game: standalone executable requiring cooked target content.
- Editor: editor executable/module target; never a runtime distribution artifact.
- Client: multiplayer client target when
<Project>Client.Target.csexists. - Server: dedicated server target when
<Project>Server.Target.csexists.
Record both dimensions, for example Development Game, Test Client, or Shipping Server. Do not
compare performance, config, modules, or cook output across unlike targets and call it an A/B test.
Use Development first to retain logs/console/profile access, then repeat the release suite in Test and Shipping. Verify exit UI and recovery paths that relied on a console during development.