Focused reference · Unreal Engine 5.8

Build configurations and targets

unreal-packaging-deployment/references/build-configurations-targets.md

State configuration

ConfigurationUseImportant behavior
Debugengine and game debuggingno optimization; slow; source engine context
DebugGamegame-module debugginggame code unoptimized; engine remains optimized
Developmentdaily packaged testing and profilingmost optimization; console/tools available
Testshipping-like QA with selected stats/profilingShipping base with some diagnostic tools
Shippingdistribution candidatefull 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.cs exists.
  • Server: dedicated server target when <Project>Server.Target.cs exists.

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.