![]() ![]() bAdaptiveUnit圜ompilesHeaderFilesĬreates a dedicated source file for each header file in the working set to detect missing includes in headers. bAdaptiveUnityEnablesEditAndContinueĬreates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes. bAdaptiveUnit圜reatesDedicatedPCHĬreates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes. bAdaptiveUnityDisablesProjectPCHForProjectPrivateīacking storage for bAdaptiveUnityDisablesProjectPCH. bAdaptiveUnityDisablesPCHĭisables force-included Precompiled Headers (PCHs) for files that are in the adaptive non-unity working set. bAdaptiveUnityDisablesOptimizationsĭisable optimization for files that are in the adaptive non-unity working set. This is true for Perforce, but not for Git. The current implementation uses the read-only flag to distinguish the working set, assuming that files will be made writable by the source control system if they are being modified. Use a heuristic to determine which files are currently being iterated on and exclude them from unity blobs, resulting in faster incremental compile times. Whether to merge the module and generated unity files for faster compilation. Whether to force C++ source files to be combined into larger files for faster compilation. Whether to unify C++ code into larger files for faster compilation. These are required for distributed shader compilation using the XGE interception interface. Whether the XGE controller worker and modules should be included in the engine build. Whether to enable support for live coding. ![]() bUseInliningĮnable inlining for all modules. Whether the output from this target can be publicly distributed, even if it has dependencies on modules that are in folders with special restrictions (for example, CarefullyRedist, NotForLicensees, NoRedist). Often it can be inconvenient to require a separate copy of the debug versions of third party static libraries simply so that you can debug your program's code. By default we always use the release runtime, since the debug version isn't particularly useful when debugging Unreal Engine projects, and linking against the debug CRT libraries forces our third party library dependencies to also be compiled using the debug CRT (and often perform more slowly). ![]() bDebugBuildsActuallyUseDebugCRTĮnables the debug C++ runtime (CRT) for debug builds. This field is used to hold the value when specified from the command line or XML. Instruct the executor to write compact output (for example, only errors), if supported by the executor. bAllCoresĬonsider logical cores when determining how many total CPU cores are available. Applies to the ParallelExecutor, HybridExecutor, and LocalExecutor. If 0 then code will pick a default based on the number of cores and memory available. Number of actions that can be executed in parallel. Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. ![]() Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. Turning this on causes Unreal Build Tool (UBT) to emit 'UBT Makefiles' for targets when they are built the first time. bUseUBTMakefilesĮnables support for very fast iterative builds by caching target data. (Highly experimental, disabled by default.) bAllowXGE Whether Horde remote compute may be used. Whether the hybrid executor will be used (a remote executor and local executor). Whether debug info should be written to the console. lib file has changed, as chances are that the import library was not actually different unless a dependent header file of this target was also changed, in which case the target would automatically be rebuilt. By default, we do not bother re-linking targets if only a dependent. Set this to true to improve iteration time. Whether to ignore import library files that are out of date when building targets. Keep reading to learn more about the following properties, which help to set and customize build configurations.īuildConfiguration bIgnoreOutdatedImportLibraries Users/USER/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml Users/USER/.config//Unreal Engine/UnrealBuildTool/BuildConfiguration.xml On Linux and Mac, the following paths are used instead: My Documents/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml USER/AppData/Roaming/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml In addition to being added to the generated Unreal Engine (UE) project under the Config/UnrealBuildTool folder, Unreal Build Tool (UBT) reads settings from XML config files in the following locations on Windows:Įngine/Saved/UnrealBuildTool/BuildConfiguration.xml ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |