Choose your operating system:
Windows
macOS
Linux
In addition to being added to the generated UE4 project under the Config/UnrealBuildTool
folder, UnrealBuildTool reads settings from XML config files in the following locations on Windows:
Engine/Saved/UnrealBuildTool/BuildConfiguration.xml
User Folder/AppData/Roaming/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml
My Documents/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml
On Linux and Mac, the following paths are used instead:
/Users/
/.config//Unreal Engine/UnrealBuildTool/BuildConfiguration.xml /Users/
/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml
Keep reading to learn more about the following properties, which help to set and customize build configuration(s).
- bGeneratedSYMFile
Whether to generate dSYM files. Defaults to true for Shipping builds and false for all other builds. -dsym will force generation of a dsym for other builds,
- bEnableAddressSanitizer
Enables address sanitizer (ASan)
- bEnableThreadSanitizer
Enables thread sanitizer (TSan)
- bEnableUndefinedBehaviorSanitizer
Enables undefined behavior sanitizer (UBSan)
- BaseLogFileName
Specifies the file to use for logging.
- bAllowDistccLocalFallback
When enabled, allows DMUCS/Distcc to fallback to local compilation when remote compiling fails. Defaults to true as separation of pre-process and compile stages can introduce non-fatal errors.
- bVerboseDistccOutput
When true enable verbose distcc output to aid debugging.
- DistccExecutablesPath
Path to the Distcc and DMUCS executables.
- DMUCSCoordinator
The DMUCS coordinator hostname or IP address.
- DMUCSDistProp
The DMUCS distinguishing property value to request for compile hosts.
- bXGENoWatchdogThread
Whether to use the no_watchdog_thread option to prevent VS2015 toolchain stalls.
- bShowXGEMonitor
Whether to display the XGE build monitor.
- bStopXGECompilationAfterErrors
When enabled, XGE will stop compiling targets after a compile error occurs. Recommended, as it saves computing resources for others.
- bWriteSolutionOptionFile
Whether to write a solution option (suo) file for the sln.
- bAddFastPDBToProjects
Whether to add the -FastPDB option to build command lines by default.
- bUsePerFileIntellisense
Whether to generate per-file intellisense data.
- bEditorDependsOnShaderCompileWorker
Whether to include a dependency on ShaderCompileWorker when generating project files for the editor.
- bDebugBuildsActuallyUseDebugCRT
Enables the debug C++ runtime (CRT) for debug builds. 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). 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.
- bUseInlining
Enable inlining for all modules.
- bUseDebugLiveCodingConsole
Whether to enable support for live coding
- bUseXGEController
Whether the XGE controller worker and modules should be included in the engine build. These are required for distributed shader compilation using the XGE interception interface.
- bUseUnityBuild
Whether to unify C++ code into larger files for faster compilation.
- bForceUnityBuild
Whether to force C++ source files to be combined into larger files for faster compilation.
- bUseAdaptiveUnityBuild
Use a heuristic to determine which files are currently being iterated on and exclude them from unity blobs, result in faster incremental compile times. 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. This is true for Perforce, but not for Git.
- bAdaptiveUnityDisablesOptimizations
Disable optimization for files that are in the adaptive non-unity working set.
- bAdaptiveUnityDisablesPCH
Disables force-included PCHs for files that are in the adaptive non-unity working set.
- bAdaptiveUnityDisablesProjectPCHForProjectPrivate
Backing storage for bAdaptiveUnityDisablesProjectPCH.
- bAdaptiveUnityCreatesDedicatedPCH
Creates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes.
- bAdaptiveUnityEnablesEditAndContinue
Creates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes.
- MinGameModuleSourceFilesForUnityBuild
The number of source files in a game module before unity build will be activated for that module. This allows small game modules to have faster iterative compile times for single files, at the expense of slower full rebuild times. This setting can be overridden by the bFasterWithoutUnity option in a module's Build.cs file.
- UnsafeTypeCastWarningLevel
Indicates what warning/error level to treat unsafe type casts as on platforms that support it (e.g., double->float or int64->int32)
- bUndefinedIdentifierErrors
Forces the use of undefined identifiers in conditional expressions to be treated as errors.
- bUseFastMonoCalls
New Monolithic Graphics drivers have optional "fast calls" replacing various D3d functions
- bUseFastSemanticsRenderContexts
New Xbox driver supports a "fast semantics" context type. This switches it on for the immediate and deferred contexts Try disabling this if you see rendering issues and/or crashes inthe Xbox RHI.
- NumIncludedBytesPerUnityCPP
An approximate number of bytes of C++ code to target for inclusion in a single unified C++ file.
- bStressTestUnity
Whether to stress test the C++ unity build robustness by including all C++ files files in a project from a single unified file.
- bDisableDebugInfo
Whether to globally disable debug info generation; see DebugInfoHeuristics.cs for per-config and per-platform options.
- bDisableDebugInfoForGeneratedCode
Whether to disable debug info generation for generated files. This improves link times for modules that have a lot of generated glue code.
- bOmitPCDebugInfoInDevelopment
Whether to disable debug info on PC in development builds (for faster developer iteration, as link times are extremely fast with debug info disabled).
- bUsePDBFiles
Whether PDB files should be used for Visual C++ builds.
- bUsePCHFiles
Whether PCH files should be used.
- MinFilesUsingPrecompiledHeader
The minimum number of files that must use a pre-compiled header before it will be created and used.
- bForcePrecompiledHeaderForGameModules
When enabled, a precompiled header is always generated for game modules, even if there are only a few source files in the module. This greatly improves compile times for iterative changes on a few files in the project, at the expense of slower full rebuild times for small game projects. This can be overridden by setting MinFilesUsingPrecompiledHeaderOverride in a module's Build.cs file.
- bUseIncrementalLinking
Whether to use incremental linking or not. Incremental linking can yield faster iteration times when making small changes. Currently disabled by default because it tends to behave a bit buggy on some computers (PDB-related compile errors).
- bAllowLTCG
Whether to allow the use of link time code generation (LTCG).
- bPGOProfile
Whether to enable Profile Guided Optimization (PGO) instrumentation in this build.
- bPGOOptimize
Whether to optimize this build with Profile Guided Optimization (PGO).
- bSupportEditAndContinue
Whether to support edit and continue. Only works on Microsoft compilers.
- bOmitFramePointers
Whether to omit frame pointers or not. Disabling is useful for e.g. memory profiling on the PC.
- bUseMallocProfiler
If true, then enable memory profiling in the build (defines USE_MALLOC_PROFILER=1 and forces bOmitFramePointers=false).
- bUseSharedPCHs
Enables "Shared PCHs", a feature which significantly speeds up compile times by attempting to share certain PCH files between modules that UBT detects is including those PCH's header files.
- bUseShippingPhysXLibraries
True if Development and Release builds should use the release configuration of PhysX/APEX.
- bUseCheckedPhysXLibraries
True if Development and Release builds should use the checked configuration of PhysX/APEX. if bUseShippingPhysXLibraries is true this is ignored.
- bCheckLicenseViolations
Tells the UBT to check if module currently being built is violating EULA.
- bBreakBuildOnLicenseViolation
Tells the UBT to break build if module currently being built is violating EULA.
- bUseFastPDBLinking
Whether to use the :FASTLINK option when building with /DEBUG to create local PDBs on Windows. Fast, but currently seems to have problems finding symbols in the debugger.
- bCreateMapFile
Outputs a map file as part of the build.
- bAllowRuntimeSymbolFiles
True if runtime symbols files should be generated as a post build step for some platforms. These files are used by the engine to resolve symbol names of callstack backtraces in logs.
- bCheckSystemHeadersForModification
Whether headers in system paths should be checked for modification when determining outdated actions.
- bFlushBuildDirOnRemoteMac
Whether to clean Builds directory on a remote Mac before building.
- bPrintToolChainTimingInfo
Whether to write detailed timing info from the compiler and linker.
- bParseTimingInfoForTracing
Whether to parse timing data into a tracing file compatible with chrome://tracing.
- bPublicSymbolsByDefault
Whether to expose all symbols as public by default on POSIX platforms
- CppStandard
Which C++ stanard to use for compiling this target
- bStripSymbols
Whether to strip iOS symbols or not (implied by Shipping config).
- bEnableMemorySanitizer
Enables memory sanitizer (MSan)
- bIgnoreOutdatedImportLibraries
Whether to ignore import library files that are out of date when building targets. Set this to true to improve iteration time. By default, we do not bother re-linking targets if only a dependent .lib 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.
- bPrintDebugInfo
Whether debug info should be written to the console.
- bLogDetailedActionStats
Whether to log detailed action stats. This forces local execution.
- bAllowHybridExecutor
Whether the hybrid executor will be used (a remote executor and local executor).
- bAllowXGE
Whether XGE may be used.
- bAllowFASTBuild
Whether FASTBuild may be used.
- bAllowSNDBS
Whether SN-DBS may be used.
- bUseUBTMakefiles
Enables support for very fast iterative builds by caching target data. Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they are built the first time. Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. 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. Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information.
- bAllowDistcc
Whether DMUCS/Distcc may be used. Distcc requires some setup -- so by default, disable it so that we do not break local or remote building.
- bAllowParallelExecutor
Whether to allow using parallel executor on Windows.
- MaxParallelActions
Number of actions that can be executed in parallel. If 0 then code will pick a default based on the number of cores available. Only applies to the ParallelExecutor
HybridExecutor
- MaxLocalActions
Maximum number of actions to execute locally.
BuildMode
- bIgnoreJunk
Whether to skip checking for files identified by the junk manifest.
ProjectFileGenerator
- DisablePlatformProjectGenerators
Disable native project file generators for platforms. Platforms with native project file generators typically require IDE extensions to be installed.
- Format
Default list of project file formats to generate.
- bGenerateIntelliSenseData
True if intellisense data should be generated (takes a while longer).
- bIncludeDocumentation
True if we should include documentation in the generated projects.
- bAllDocumentationLanguages
True if all documentation languages should be included in generated projects, otherwise only INT files will be included.
- bUsePrecompiled
True if build targets should pass the -useprecompiled argument.
- bIncludeEngineSource
True if we should include engine source in the generated solution.
- bIncludeEnterpriseSource
Whether to include enterprise source in the generated solution.
- bIncludeShaderSource
True if shader source files should be included in generated projects.
- bIncludeBuildSystemFiles
True if build system files should be included.
- bIncludeConfigFiles
True if we should include config (.ini) files in the generated project.
- bIncludeLocalizationFiles
True if we should include localization files in the generated project.
- bIncludeTemplateFiles
True if we should include template files in the generated project.
- IncludeEnginePrograms
True if we should include program projects in the generated solution.
- bIncludeTempTargets
Whether to include temporary targets generated by UAT to support content only projects with non-default settings.
- bIncludeDotNETCoreProjects
True if we should include .NET Core projects in the generated solution.
- bKeepSourceSubDirectories
True if we should reflect "Source" sub-directories on disk in the master project as master project directories. This (arguably) adds some visual clutter to the master project but it is truer to the on-disk file organization.
- Platforms
Names of platforms to include in the generated project files
- Configurations
Names of configurations to include in the generated project files. See UnrealTargetConfiguration for valid entries
- MasterProjectName
Name of the master project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
- bMasterProjectNameFromFolder
If true, sets the master project name according to the name of the folder it is in.
- bIncludeTestAndShippingConfigs
Whether we should include configurations for "Test" and "Shipping" in generated projects. Pass "-NoShippingConfigs" to disable this.
LocalExecutor
- ProcessorCountMultiplier
Processor count multiplier for local execution. Can be below 1 to reserve CPU for other tasks. When using the local executor (not XGE), run a single action on each CPU core. Note that you can set this to a larger value to get slightly faster build times in many cases, but your computer's responsiveness during compiling may be much worse.
- MaxProcessorCount
Maximum processor count for local execution.
ParallelExecutor
- MaxProcessorCount
Maximum processor count for local execution.
- ProcessorCountMultiplier
Processor count multiplier for local execution. Can be below 1 to reserve CPU for other tasks.
- bStopCompilationAfterErrors
When enabled, will stop compiling targets after a compile error occurs.
XGE
- bAllowOverVpn
When set to false, XGE will not be When enabled, XGE will stop compiling targets after a compile error occurs. Recommended, as it saves computing resources for others.
- VpnSubnets
List of subnets containing IP addresses assigned by VPN
FASTBuild
- FBuildExecutablePath
Used to specify the location of fbuild.exe if the distributed binary isn't being used
- bEnableDistribution
Controls network build distribution
- FBuildBrokeragePath
Used to specify the location of the brokerage. If null, FASTBuild will fall back to checking FASTBUILD_BROKERAGE_PATH
- bEnableCaching
Controls whether to use caching at all. CachePath and FASTCacheMode are only relevant if this is enabled.
- CacheMode
Cache access mode - only relevant if bEnableCaching is true;
- FBuildCachePath
Used to specify the location of the cache. If null, FASTBuild will fall back to checking FASTBUILD_CACHE_PATH
- bForceRemote
Whether to force remote
- bStopOnError
Whether to stop on error
- MsvcCRTRedistVersion
Which MSVC CRT Redist version to use
CLionGenerator
- bIncludeDocumentation
True if we should include documentation in the generated projects.
- bUsePrecompiled
True if build targets should pass the -useprecompiled argument.
- bIncludeEngineSource
True if we should include engine source in the generated solution.
- bIncludeEnterpriseSource
Whether to include enterprise source in the generated solution.
- bIncludeShaderSource
True if shader source files should be included in generated projects.
- bIncludeConfigFiles
True if we should include config (.ini) files in the generated project.
- bIncludeTemplateFiles
True if we should include template files in the generated project.
- IncludeEnginePrograms
True if we should include program projects in the generated solution.
- MasterProjectName
Name of the master project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
- bMasterProjectNameFromFolder
If true, sets the master project name according to the name of the folder it is in.
CMakefileGenerator
- bIncludeDocumentation
True if we should include documentation in the generated projects.
- bUsePrecompiled
True if build targets should pass the -useprecompiled argument.
- bIncludeEngineSource
True if we should include engine source in the generated solution.
- bIncludeEnterpriseSource
Whether to include enterprise source in the generated solution.
- bIncludeShaderSource
True if shader source files should be included in generated projects.
- bIncludeConfigFiles
True if we should include config (.ini) files in the generated project.
- bIncludeTemplateFiles
True if we should include template files in the generated project.
- IncludeEnginePrograms
True if we should include program projects in the generated solution.
- MasterProjectName
Name of the master project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
- bMasterProjectNameFromFolder
If true, sets the master project name according to the name of the folder it is in.
CodeLiteGenerator
- bIncludeDocumentation
True if we should include documentation in the generated projects.
- bUsePrecompiled
True if build targets should pass the -useprecompiled argument.
- bIncludeEngineSource
True if we should include engine source in the generated solution.
- bIncludeEnterpriseSource
Whether to include enterprise source in the generated solution.
- bIncludeShaderSource
True if shader source files should be included in generated projects.
- bIncludeConfigFiles
True if we should include config (.ini) files in the generated project.
- bIncludeTemplateFiles
True if we should include template files in the generated project.
- IncludeEnginePrograms
True if we should include program projects in the generated solution.
- MasterProjectName
Name of the master project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
- bMasterProjectNameFromFolder
If true, sets the master project name according to the name of the folder it is in.
EddieProjectFileGenerator
- bIncludeDocumentation
True if we should include documentation in the generated projects.
- bUsePrecompiled
True if build targets should pass the -useprecompiled argument.
- bIncludeEngineSource
True if we should include engine source in the generated solution.
- bIncludeEnterpriseSource
Whether to include enterprise source in the generated solution.
- bIncludeShaderSource
True if shader source files should be included in generated projects.
- bIncludeConfigFiles
True if we should include config (.ini) files in the generated project.
- bIncludeTemplateFiles
True if we should include template files in the generated project.
- IncludeEnginePrograms
True if we should include program projects in the generated solution.
- MasterProjectName
Name of the master project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
- bMasterProjectNameFromFolder
If true, sets the master project name according to the name of the folder it is in.
KDevelopGenerator
- bIncludeDocumentation
True if we should include documentation in the generated projects.
- bUsePrecompiled
True if build targets should pass the -useprecompiled argument.
- bIncludeEngineSource
True if we should include engine source in the generated solution.
- bIncludeEnterpriseSource
Whether to include enterprise source in the generated solution.
- bIncludeShaderSource
True if shader source files should be included in generated projects.
- bIncludeConfigFiles
True if we should include config (.ini) files in the generated project.
- bIncludeTemplateFiles
True if we should include template files in the generated project.
- IncludeEnginePrograms
True if we should include program projects in the generated solution.
- MasterProjectName
Name of the master project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
- bMasterProjectNameFromFolder
If true, sets the master project name according to the name of the folder it is in.
MakefileGenerator
- bIncludeDocumentation
True if we should include documentation in the generated projects.
- bUsePrecompiled
True if build targets should pass the -useprecompiled argument.
- bIncludeEngineSource
True if we should include engine source in the generated solution.
- bIncludeEnterpriseSource
Whether to include enterprise source in the generated solution.
- bIncludeShaderSource
True if shader source files should be included in generated projects.
- bIncludeConfigFiles
True if we should include config (.ini) files in the generated project.
- bIncludeTemplateFiles
True if we should include template files in the generated project.
- IncludeEnginePrograms
True if we should include program projects in the generated solution.
- MasterProjectName
Name of the master project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
- bMasterProjectNameFromFolder
If true, sets the master project name according to the name of the folder it is in.
QMakefileGenerator
- bIncludeDocumentation
True if we should include documentation in the generated projects.
- bUsePrecompiled
True if build targets should pass the -useprecompiled argument.
- bIncludeEngineSource
True if we should include engine source in the generated solution.
- bIncludeEnterpriseSource
Whether to include enterprise source in the generated solution.
- bIncludeShaderSource
True if shader source files should be included in generated projects.
- bIncludeConfigFiles
True if we should include config (.ini) files in the generated project.
- bIncludeTemplateFiles
True if we should include template files in the generated project.
- IncludeEnginePrograms
True if we should include program projects in the generated solution.
- MasterProjectName
Name of the master project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
- bMasterProjectNameFromFolder
If true, sets the master project name according to the name of the folder it is in.
RiderProjectFileGenerator
- bIncludeDocumentation
True if we should include documentation in the generated projects.
- bUsePrecompiled
True if build targets should pass the -useprecompiled argument.
- bIncludeEngineSource
True if we should include engine source in the generated solution.
- bIncludeEnterpriseSource
Whether to include enterprise source in the generated solution.
- bIncludeShaderSource
True if shader source files should be included in generated projects.
- bIncludeConfigFiles
True if we should include config (.ini) files in the generated project.
- bIncludeTemplateFiles
True if we should include template files in the generated project.
- IncludeEnginePrograms
True if we should include program projects in the generated solution.
- MasterProjectName
Name of the master project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
- bMasterProjectNameFromFolder
If true, sets the master project name according to the name of the folder it is in.
VSCodeProjectFileGenerator
- IncludeAllFiles
Includes all files in the generated workspace.
- bIncludeDocumentation
True if we should include documentation in the generated projects.
- bUsePrecompiled
True if build targets should pass the -useprecompiled argument.
- bIncludeEngineSource
True if we should include engine source in the generated solution.
- bIncludeEnterpriseSource
Whether to include enterprise source in the generated solution.
- bIncludeShaderSource
True if shader source files should be included in generated projects.
- bIncludeConfigFiles
True if we should include config (.ini) files in the generated project.
- bIncludeTemplateFiles
True if we should include template files in the generated project.
- IncludeEnginePrograms
True if we should include program projects in the generated solution.
- MasterProjectName
Name of the master project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
- bMasterProjectNameFromFolder
If true, sets the master project name according to the name of the folder it is in.
VCProjectFileGenerator
- Version
The version of Visual Studio to generate project files for.
- MaxSharedIncludePaths
Puts the most common include paths in the IncludePath property in the MSBuild project. This significantly reduces Visual Studio memory usage (measured 1.1GB -> 500mb), but seems to be causing issues with Visual Assist. Value here specifies maximum length of the include path list in KB.
- ExcludedIncludePaths
Semi-colon separated list of paths that should not be added to the projects include paths. Useful for omitting third-party headers (e.g ThirdParty/WebRTC) from intellisense suggestions and reducing memory footprints.
- bBuildUBTInDebug
Forces UBT to be built in debug configuration, regardless of the solution configuration
- bBuildLiveCodingConsole
Whether to include a dependency on LiveCodingConsole when building targets that support live coding.
- bIncludeDocumentation
True if we should include documentation in the generated projects.
- bUsePrecompiled
True if build targets should pass the -useprecompiled argument.
- bIncludeEngineSource
True if we should include engine source in the generated solution.
- bIncludeEnterpriseSource
Whether to include enterprise source in the generated solution.
- bIncludeShaderSource
True if shader source files should be included in generated projects.
- bIncludeConfigFiles
True if we should include config (.ini) files in the generated project.
- bIncludeTemplateFiles
True if we should include template files in the generated project.
- IncludeEnginePrograms
True if we should include program projects in the generated solution.
- MasterProjectName
Name of the master project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
- bMasterProjectNameFromFolder
If true, sets the master project name according to the name of the folder it is in.
XcodeProjectFileGenerator
- bIncludeDocumentation
True if we should include documentation in the generated projects.
- bUsePrecompiled
True if build targets should pass the -useprecompiled argument.
- bIncludeEngineSource
True if we should include engine source in the generated solution.
- bIncludeEnterpriseSource
Whether to include enterprise source in the generated solution.
- bIncludeShaderSource
True if shader source files should be included in generated projects.
- bIncludeConfigFiles
True if we should include config (.ini) files in the generated project.
- bIncludeTemplateFiles
True if we should include template files in the generated project.
- IncludeEnginePrograms
True if we should include program projects in the generated solution.
- MasterProjectName
Name of the master project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
- bMasterProjectNameFromFolder
If true, sets the master project name according to the name of the folder it is in.
ModuleConfiguration
- DisableUnityBuild
List of modules to disable unity builds for
- EnableOptimizeCode
List of modules to enable optimizations for
- DisableOptimizeCode
List of modules to disable optimizations for
SourceFileWorkingSet
- Provider
Sets the provider to use for determining the working set.
- RepositoryPath
Sets the path to use for the repository. Interpreted relative to the Unreal Engine root directory (the folder above the Engine folder) -- if relative.
- GitPath
Sets the path to use for the Git executable. Defaults to "git" (assuming it is in the PATH).
VCMacProjectFileGenerator
- bIncludeDocumentation
True if we should include documentation in the generated projects.
- bUsePrecompiled
True if build targets should pass the -useprecompiled argument.
- bIncludeEngineSource
True if we should include engine source in the generated solution.
- bIncludeEnterpriseSource
Whether to include enterprise source in the generated solution.
- bIncludeShaderSource
True if shader source files should be included in generated projects.
- bIncludeConfigFiles
True if we should include config (.ini) files in the generated project.
- bIncludeTemplateFiles
True if we should include template files in the generated project.
- IncludeEnginePrograms
True if we should include program projects in the generated solution.
- MasterProjectName
Name of the master project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
- bMasterProjectNameFromFolder
If true, sets the master project name according to the name of the folder it is in.
IOSToolChain
- IOSSDKVersion
The version of the iOS SDK to target at build time.
- BuildIOSVersion
The version of the iOS to allow at build time.
- bUseDangerouslyFastMode
If this is set, then we do not do any post-compile steps -- except moving the executable into the proper spot on Mac.
RemoteMac
- ServerName
These two variables will be loaded from the XML config file in XmlConfigLoader.Init().
- UserName
The remote username.
- SshPrivateKey
If set, instead of looking for RemoteToolChainPrivate.key in the usual places (Documents/Unreal, Engine/UnrealBuildTool/SSHKeys or Engine/Build/SSHKeys), this private key will be used.
- RsyncAuthentication
The authentication used for Rsync (for the -e rsync flag).
- SshAuthentication
The authentication used for SSH (probably similar to RsyncAuthentication).
HoloLensPlatform
- Compiler
Version of the compiler toolchain to use on HoloLens. A value of "default" will be changed to a specific version at UBT startup.
UEBuildConfiguration
- bForceHeaderGeneration
If true, force header regeneration. Intended for the build machine.
- bDoNotBuildUHT
If true, do not build UHT, assume it is already built.
- bFailIfGeneratedCodeChanges
If true, fail if any of the generated header files is out of date.
- bAllowHotReloadFromIDE
True if hot-reload from IDE is allowed.
- bForceDebugUnrealHeaderTool
If true, the Debug version of UnrealHeaderTool will be built and run instead of the Development version.
WindowsPlatform
- MaxRootPathLength
Maximum recommended root path length.
- MaxNestedPathLength
Maximum length of a path relative to the root directory. Used on Windows to ensure paths are portable between machines. Defaults to off.
- Compiler
Version of the compiler toolchain to use on Windows platform. A value of "default" will be changed to a specific version at UBT start up.
- CompilerVersion
The specific toolchain version to use. This may be a specific version number (for example, "14.13.26128"), the string "Latest" to select the newest available version, or the string "Preview" to select the newest available preview version. By default, and if it is available, we use the toolchain version indicated by WindowsPlatform.DefaultToolChainVersion (otherwise, we use the latest version).
- WindowsSdkVersion
The specific Windows SDK version to use. This may be a specific version number (for example, "8.1", "10.0" or "10.0.10150.0"), or the string "Latest", to select the newest available version. By default, and if it is available, we use the Windows SDK version indicated by WindowsPlatform.DefaultWindowsSdkVersion (otherwise, we use the latest version).
- StaticAnalyzer
The static analyzer to use.
- bStrictConformanceMode
Enables strict standard conformance mode (/permissive-) in VS2017+.
- PCHMemoryAllocationFactor
Determines the amount of memory that the compiler allocates to construct precompiled headers (/Zm).
- bClangTimeTrace
(Experimental) Appends the -ftime-trace argument to the command line for Clang to output a JSON file containing a timeline for the compile. See http://aras-p.info/blog/2019/01/16/time-trace-timeline-flame-chart-profiler-for-Clang/ for more info.
- bCompilerTrace
Outputs compile timing information so that it can be analyzed.
- bShowIncludes
Print out files that are included by each source file
WindowsTargetRules
- ObjSrcMapFile
Whether we should export a file containing .obj to source file mappings.