Build Configuration

Configure how the engine is built.

Choose your operating system:

Windows

macOS

Linux

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:

  • Engine/Saved/UnrealBuildTool/BuildConfiguration.xml

  • USER/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/USER/.config//Unreal Engine/UnrealBuildTool/BuildConfiguration.xml

  • /Users/USER/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml

Keep reading to learn more about the following properties, which help to set and customize build configurations.

BuildConfiguration

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Whether to ignore import library files that are out of date when building targets.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 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.

bPrintDebugInfo

Whether debug info should be written to the console.

bAllowHybridExecutor

Whether the hybrid executor will be used (a remote executor and local executor).

bAllowHordeCompute

Whether Horde remote compute may be used. (Highly experimental, disabled by default.)

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 (UBT) 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.

MaxParallelActions

Number of actions that can be executed in parallel. If 0 then code will pick a default based on the number of cores and memory available. Applies to the ParallelExecutor, HybridExecutor, and LocalExecutor.

bAllCores

Consider logical cores when determining how many total CPU cores are available.

bCompactOutput

Instruct the executor to write compact output (for example, only errors), if supported by the executor. This field is used to hold the value when specified from the command line or XML.

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.

bLegalToDistributeBinary

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).

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.

bMergeModuleAndGeneratedUnityFiles

Whether to merge the module and generated unity files for faster compilation.

bUseAdaptiveUnityBuild

Use a heuristic to determine which files are currently being iterated on and exclude them from unity blobs, resulting 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 Precompiled Headers (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.

bAdaptiveUnityCompilesHeaderFiles

Creates a dedicated source file for each header file in the working set to detect missing includes in headers.

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.

DefaultWarningLevel

Default treatment of uncategorized warnings

DeprecationWarningLevel

Level to report deprecation warnings as errors

bWarningsAsErrors

Whether to enable all warnings as errors. UE enables most warnings as errors already, but disables a few (such as deprecation warnings).

UnsafeTypeCastWarningLevel

Indicates what warning/error level to treat unsafe type casts as on platforms that support it (for example, double->float or int64->int32).

bUndefinedIdentifierErrors

Forces the use of undefined identifiers in conditional expressions to be treated as errors.

bRetainFramePointers

Forces frame pointers to be retained. This is usually required when you want reliable callstacks (for example, mallocframeprofiler).

bUseFastMonoCalls

New Monolithic Graphics drivers have optional "fast calls" replacing various D3d functions.

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.

bDetailedUnityFiles

Whether to add additional information to the unity files, such as '_of_X' in the file name.

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/Mac 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.

bDeterministic

Set flags required for deterministic linking (experimental, may not be fully supported). Deterministic compiling is controlled via ModuleRules.cs.

bForceDeterministic

Force set flags required for deterministic compiling and linking (experimental, may not be fully supported). This setting is only recommended for testing, instead:

bPreprocessDepends

Generate dependency files by preprocessing. This is only recommended when distributing builds as it adds additional overhead.

StaticAnalyzer

Whether static code analysis should be enabled.

StaticAnalyzerOutputType

The output type to use for the static analyzer. This is only supported for Clang.

StaticAnalyzerMode

The mode to use for the static analyzer. This is only supported for Clang. Shallow mode completes quicker but is generally not recommended.

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).

bPreferThinLTO

When Link Time Code Generation (LTCG) is enabled, whether to prefer using the lighter weight version on supported platforms.

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 example, for 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 are 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 the module currently being built is violating EULA.

bBreakBuildOnLicenseViolation

Tells the UBT to break build if the 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.

PackagePath

Package full path (directory + filename) where to store input files used at link time. Normally used to debug a linker crash for platforms that support it.

CrashDiagnosticDirectory

Directory where to put crash report files for platforms that support it.

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++ standard to use for compiling this target.

CStandard

Which C standard to use for compiling this target.

bStopSNDBSCompilationAfterErrors

When enabled, SN-DBS will stop compiling targets after a compile error occurs. Recommended, as it saves computing resources for others.

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.

BaseLogFileName

Specifies the file to use for logging.

bStripSymbols

Whether to strip iOS symbols or not (implied by Shipping config).

bEnableAddressSanitizer

Enables address sanitizer (ASan). Only supported for Visual Studio 2019 16.7.0 and up.

bEnableThreadSanitizer

Enables thread sanitizer (TSan).

bEnableUndefinedBehaviorSanitizer

Enables undefined behavior sanitizer (UBSan).

bEnableMemorySanitizer

Enables memory sanitizer (MSan).

bTuneDebugInfoForLLDB

Turns on tuning of debug info for LLDB.

bUseDSYMFiles

Enables the generation of .dsym files. This can be disabled to enable faster iteration times during development.

bWriteSolutionOptionFile

Whether to write a solution option (suo) file for the .sln.

bVsConfigFile

Whether to write a .vsconfig file next to the sln to suggest components to install.

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.

UEBuildConfiguration

bForceHeaderGeneration

If true, force header regeneration. Intended for the build machine.

bDoNotBuildUHT

If true, do not build Unreal Header Tool (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 Unreal Header Tool (UHT) will be built and run instead of the Development version.

bUseBuiltInUnrealHeaderTool

If true, use Unreal Header Tool (UHT) internal to Unreal Build Tool (UBT).

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.

StaticAnalyzerOutputType

The output type to use for the static analyzer.

bStrictConformanceMode

Enables strict standard conformance mode (/permissive-) in Visual Studio 2017 or higher.

PCHMemoryAllocationFactor

Determines the amount of memory that the compiler allocates to construct precompiled headers (/Zm).

AdditionalLinkerOptions

Allow the target to specify extra options for linking that are not otherwise noted here.

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 the Clang Time Trace documentation 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.

ModuleConfiguration

DisableUnityBuild

List of modules for which to disable unity builds.

EnableOptimizeCode

List of modules for which to enable optimizations.

DisableOptimizeCode

List of modules for which to disable optimizations.

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.

FBuildCoordinator

Used to specify the FASTBuild coordinator IP or network name. If null, FASTBuild will fall back to checking FASTBUILD_COORDINATOR.

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 Microsoft Visual C++ (MSVC) C++ Runtime (CRT) Redist version to use.

HordeExecutor

NumRemoteParallelProcesses

How many processes that will be executed in parallel remotely.

RemoteProcessOnly

Only run work remotely, for testing.

RetryFailedRemote

Retry actions locally when failed remotely.

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. 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. This value is ignored if the CPU does not support hyper-threading.

MemoryPerActionBytes

Free memory per action in bytes, used to limit the number of parallel actions if the machine is memory starved. Set to 0 to disable free memory checking.

ProcessPriority

The priority to set for spawned processes. Valid Settings: Idle, BelowNormal, Normal, AboveNormal, High. Default Setting: BelowNormal.

bStopCompilationAfterErrors

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

bShowCompilationTimes

Whether to show compilation times along with the worst offenders or not.

bShowPerActionCompilationTimes

Whether to show compilation times for each executed action.

bLogActionCommandLines

Whether to log command lines for actions being executed.

bPrintActionTargetNames

Add target names for each action executed.

SNDBS

bAllowOverVpn

When set to false, SNDBS will not be enabled when running connected to the coordinator over VPN. Configure VPN-assigned subnets via the VpnSubnets parameter.

VpnSubnets

List of subnets containing IP addresses assigned by VPN.

XGE

bAllowOverVpn

When set to false, XGE will not be enabled when running connected to the coordinator over VPN. Configure VPN-assigned subnets via the VpnSubnets parameter.

VpnSubnets

List of subnets containing IP addresses assigned by VPN.

bAllowRemoteLinking

Whether to allow remote linking.

bUseVCCompilerMode

Whether to enable the VCCompiler=true setting. This requires an additional license for VC tools.

MinActions

Minimum number of actions to use XGE execution.

bUnavailableIfInUse

Check for a concurrent XGE build and treat the XGE executor as unavailable if it's in use. This will allow UBT to fall back to another executor such as the parallel executor.

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.

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.

bIncludeEnginePrograms

True if we should include program projects in the generated solution.

IncludeCppSource

Whether to include C++ targets.

bIncludeDotNetPrograms

True if we should include csharp program projects in the generated solution. Pass -DotNet to enable this.

bIncludeTempTargets

Whether to include temporary targets generated by Unreal Automation Tool (UAT) to support content only projects with non-default settings.

bKeepSourceSubDirectories

True if we should reflect Source sub-directories on disk in the primary project as project directories. This adds some visual clutter to the primary 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.

PrimaryProjectName

Name of the primary project file - for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.

bPrimaryProjectNameFromFolder

If true, sets the primary 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.

bIncludeDebugConfigs

Whether we should include configurations for "Debug" and "DebugGame" in generated projects. Pass -NoDebugConfigs to disable this.

bIncludeDevelopmentConfigs

Whether we should include configurations for "Development" in generated projects. Pass -NoDevelopmentConfigs to disable this.

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.

WindowsTargetRules

ObjSrcMapFile

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

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.

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.

bIncludeEnginePrograms

True if we should include program projects in the generated solution.

IncludeCppSource

Whether to include C++ targets.

bIncludeDotNetPrograms

True if we should include csharp program projects in the generated solution. Pass -DotNet to enable this.

PrimaryProjectName

Name of the primary project file - for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.

bPrimaryProjectNameFromFolder

If true, sets the primary 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.

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.

bIncludeEnginePrograms

True if we should include program projects in the generated solution.

IncludeCppSource

Whether to include C++ targets.

bIncludeDotNetPrograms

True if we should include csharp program projects in the generated solution. Pass -DotNet to enable this.

PrimaryProjectName

Name of the primary project file - for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.

bPrimaryProjectNameFromFolder

If true, sets the primary 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.

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.

bIncludeEnginePrograms

True if we should include program projects in the generated solution.

IncludeCppSource

Whether to include C++ targets.

bIncludeDotNetPrograms

True if we should include C# program projects in the generated solution. Pass -DotNet to enable this.

PrimaryProjectName

Name of the primary project file - for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.

bPrimaryProjectNameFromFolder

If true, sets the primary 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.

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.

bIncludeEnginePrograms

True if we should include program projects in the generated solution.

IncludeCppSource

Whether to include C++ targets.

bIncludeDotNetPrograms

True if we should include csharp program projects in the generated solution. Pass "-DotNet" to enable this.

PrimaryProjectName

Name of the primary project file - for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.

bPrimaryProjectNameFromFolder

If true, sets the primary 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.

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.

bIncludeEnginePrograms

True if we should include program projects in the generated solution.

IncludeCppSource

Whether to include C++ targets.

bIncludeDotNetPrograms

True if we should include csharp program projects in the generated solution. Pass "-DotNet" to enable this.

PrimaryProjectName

Name of the primary project file - for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.

bPrimaryProjectNameFromFolder

If true, sets the primary 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.

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.

bIncludeEnginePrograms

True if we should include program projects in the generated solution.

IncludeCppSource

Whether to include C++ targets.

bIncludeDotNetPrograms

True if we should include csharp program projects in the generated solution. Pass "-DotNet" to enable this.

PrimaryProjectName

Name of the primary project file - for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.

bPrimaryProjectNameFromFolder

If true, sets the primary 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.

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.

bIncludeEnginePrograms

True if we should include program projects in the generated solution.

IncludeCppSource

Whether to include C++ targets.

bIncludeDotNetPrograms

True if we should include csharp program projects in the generated solution. Pass "-DotNet" to enable this.

PrimaryProjectName

Name of the primary project file - for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.

bPrimaryProjectNameFromFolder

If true, sets the primary 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.

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.

bIncludeEnginePrograms

True if we should include program projects in the generated solution.

IncludeCppSource

Whether to include C++ targets.

bIncludeDotNetPrograms

True if we should include csharp program projects in the generated solution. Pass "-DotNet" to enable this.

PrimaryProjectName

Name of the primary project file - for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.

bPrimaryProjectNameFromFolder

If true, sets the primary project name according to the name of the folder it is in.

VSCodeProjectFileGenerator

IncludeAllFiles

Includes all files in the generated workspace.

AddDebugAttachConfig

Whether VS Code project generation should include debug configurations to allow attaching to already running processes

AddDebugCoreConfig

Whether VS Code project generation should include debug configurations to allow core dump debugging

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.

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.

bIncludeEnginePrograms

True if we should include program projects in the generated solution.

IncludeCppSource

Whether to include C++ targets.

bIncludeDotNetPrograms

True if we should include csharp program projects in the generated solution. Pass "-DotNet" to enable this.

PrimaryProjectName

Name of the primary project file - for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.

bPrimaryProjectNameFromFolder

If true, sets the primary project name according to the name of the folder it is in.

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.

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.

bIncludeEnginePrograms

True if we should include program projects in the generated solution.

IncludeCppSource

Whether to include C++ targets.

bIncludeDotNetPrograms

True if we should include csharp program projects in the generated solution. Pass "-DotNet" to enable this.

PrimaryProjectName

Name of the primary project file - for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.

bPrimaryProjectNameFromFolder

If true, sets the primary 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 (for example, ThirdParty/WebRTC) from intellisense suggestions and reducing memory footprints.

ExcludedFilePaths

Semi-colon separated list of paths that should not be added to the projects. Useful for omitting third-party files (for example, ThirdParty/WebRTC) from intellisense suggestions and reducing memory footprints.

bBuildUBTInDebug

Forces Unreal Build Tool (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.

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.

bIncludeEnginePrograms

True if we should include program projects in the generated solution.

IncludeCppSource

Whether to include C++ targets.

bIncludeDotNetPrograms

True if we should include csharp program projects in the generated solution. Pass "-DotNet" to enable this.

PrimaryProjectName

Name of the primary project file - for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.

bPrimaryProjectNameFromFolder

If true, sets the primary 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.

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.

bIncludeEnginePrograms

True if we should include program projects in the generated solution.

IncludeCppSource

Whether to include C++ targets

bIncludeDotNetPrograms

True if we should include csharp program projects in the generated solution. Pass -DotNet to enable this.

PrimaryProjectName

Name of the primary project file - for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.

bPrimaryProjectNameFromFolder

If true, sets the primary project name according to the name of the folder it is in.

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).

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 (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.

Log

bBackupLogFiles

Whether to backup an existing log file, rather than overwriting it.

LogFileBackupCount

The number of log file backups to preserve. Older backups will be deleted.