Build Configuration

Configure how the engine is built.

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:

  • Engine/Saved/UnrealBuildTool/BuildConfiguration.xml

  • User Folder/AppData /Roaming/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml

  • My Documents /Unreal Engine/UnrealBuildTool/BuildConfiguration.xml

Keep reading to learn more about the following properties, which help to set and customize build configuration(s).

BuildConfiguration

bGeneratedSYMFile

Whether to generate dSYM files. Lists Architectures that you want to build.

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.

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).

bAllowASLRInShipping

Whether to allow the use of ASLR (address space layout randomization) if supported. Only applies to shipping builds.

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).

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.

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.

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

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

ProcessorCountMultiplier

Processor count multiplier for local execution. Can be below 1 to reserve CPU for other tasks.

MaxProcessorCount

Maximum processor count for local execution.

bStopCompilationAfterErrors

When enabled, will stop compiling targets after a compile error occurs.

SNDBS

ProcessorCountMultiplier

Processor count multiplier for local execution. Can be below 1 to reserve CPU for other tasks.

MaxProcessorCount

Maximum processor count for local execution.

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.

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

Version

The version of Visual Studio to generate project files for.

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).

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

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"), or the string "Latest", to select the newest available 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.

WindowsTargetRules

ObjSrcMapFile

Whether we should export a file containing .obj to source file mappings.

언리얼 엔진 문서의 미래를 함께 만들어주세요! 더 나은 서비스를 제공할 수 있도록 문서 사용에 대한 피드백을 주세요.
설문조사에 참여해 주세요
건너뛰기