![]() ![]() If you building from source makes sure to build Debug insted of Devlopment build (make sure to clean DEvlopment build first as it will compile from 0 on the side if you don't that and will double the size of those forders) as it makes Debugging more functional without you might have wierd values on varables shown during debugging.Īlso "Fork the master branch" step is not needed if oyu don't plan to edit engine source code and submit changes to UE4 repo, if oyu just want to get source oyu can directly clone from UE4 repo. But once this done things should not grow, you will need to keep those files because 1.They needed for linking process, It will cause engine to rebuild even in your C++ project 2.They are needed for debugging, without debugger will have no idea where crash happened etc. Yes this is normal ue4 massive, building it generate lot or object files for each individual cpp file as well as symbol files (PDB files) which is file that maps code to CPU machine code that compiler generates, which allows debugging later on.
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