Platforms
| Platform | UBT flag | Notes |
|---|---|---|
| Win64 | Win64 | Default, fastest path |
| Linux | Linux | Cross-compiled |
| Mac | Mac | macOS build environment |
| Android | Android | NDK r25, ASTC textures by default |
| iOS | IOS | Requires signing config in repo |
Build types
Maps to UE’s-clientconfig= flag.
| Type | Optimized | Editor code | Symbols | Use for |
|---|---|---|---|---|
Development | partial | yes | yes | Daily builds, internal testing |
Shipping | full | no | no | Release builds for end users |
DebugGame | no | yes | full | Hard-to-repro bug investigation |
Test | full | no | yes | Profiling and perf work |
Server | yes | no | configurable | Dedicated server builds |
Compatibility
| Win64 | Linux | Mac | Android | iOS | |
|---|---|---|---|---|---|
| Development | ✓ | ✓ | ✓ | ✓ | ✓ |
| Shipping | ✓ | ✓ | ✓ | ✓ | ✓ |
| DebugGame | ✓ | ✓ | ✓ | partial | partial |
| Test | ✓ | ✓ | ✓ | ✗ | ✗ |
| Server | ✓ | ✓ | partial | ✗ | ✗ |
Server builds on mobile platforms aren’t useful — mobile platforms can’t host dedicated servers.
Multi-platform from one source
A single project + branch can have build settings for every platform. Each gets its own build setting. Push tomain fires all of them.
Console platforms (Enterprise)
PS5, Xbox Series, and Switch require:- Platform partner status with Sony, Microsoft, or Nintendo (you bring this).
- Enterprise plan with console support enabled.