code: def buildDescriptor(self, dir=os.getcwd(), configuration='Development', args=[], suppressOutput=False):
  		
  		
  		# Verify that an Unreal project or plugin exists in the specified directory
  		descriptor = self.getDescriptor(dir)
  		descriptorType = 'project' if self.isProject(descriptor) else 'plugin'
  		
  		# If the project or plugin is Blueprint-only, there is no C++ code to build
  		if os.path.exists(os.path.join(dir, 'Source')) == False:
  			Utility.printStderr('Pure Blueprint {}, nothing to build.'.format(descriptorType))
  			return
  		
  		# Verify that the specified build configuration is valid
  		if configuration not in self.validBuildConfigurations():
  			raise UnrealManagerException('invalid build configuration "' + configuration + '"')
  		
  		# Generate the arguments to pass to UBT
  		target = self.getDescriptorName(descriptor) + 'Editor' if self.isProject(descriptor) else 'UE4Editor'
  		baseArgs = ['-{}='.format(descriptorType) + descriptor]
  		
  		# Perform the build
  		self._runUnrealBuildTool(target, self.getPlatformIdentifier(), configuration, baseArgs + args, capture=suppressOutput)
docs: Builds the editor modules for the Unreal project or plugin in the specified directory, using the specified build configuration