Modules

Modules are the building blocks of UE4. The engine is implemented as a large collection of modules, and games supply their own modules to augment them. Each module encapsulates a set of functionality, and can provide a public interface and compile environment (with macros, include paths, and so on) for use by other modules.

Modules are declared through C# source files with a .build.cs extension, and are stored under your project's Source directory. The C++ source code belonging to a module is stored next to to the .build.cs file, or in subdirectories of it. Each .build.cs file declares a class deriving from the ModuleRules base class, and sets properties controlling how it should be built from its constructor. These .build.cs files are compiled by UnrealBuildTool and constructed to determine the overall compile environment.

The typical structure for a .build.cs file is as follows.

using UnrealBuildTool;
using System.Collections.Generic;
public class MyModule : ModuleRules
{
    public MyModule(ReadOnlyTargetRules Target) : base(Target)
    {
        // Settings go here
    }
}

Read/Write Properties

AdditionalBundleResources (List<UEBuildBundleResource>)
List of addition resources that should be copied to the app bundle for Mac or iOS
AdditionalPropertiesForReceipt (ReceiptPropertyList)
List of additional properties to be added to the build receipt
bAddDefaultIncludePaths (Boolean)
Whether to add all the default include paths to the module (eg. the Source/Classes folder, subfolders under Source/Public).
bBuildLocallyWithSNDBS (Boolean)
Module uses a #import so must be built locally when compiling with SN-DBS
bEnableBufferSecurityChecks (Boolean)
Enable buffer security checks. This should usually be enabled as it prevents severe security risks.
bEnableExceptions (Boolean)
Enable exception handling
bEnableObjCExceptions (Boolean)
Enable objective C exception handling
bEnableShadowVariableWarnings (Boolean)
Enable warnings for shadowed variables
bEnableUndefinedIdentifierWarnings (Boolean)
Enable warnings for using undefined identifiers in #if expressions
bEnforceIWYU (Boolean)
Enforce "include what you use" rules when PCHUsage is set to ExplicitOrSharedPCH; warns when monolithic headers (Engine.h, UnrealEd.h, etc...) are used, and checks that source files include their matching header first.
bFasterWithoutUnity (Boolean)
If true and unity builds are enabled, this module will build without unity.
BinariesSubFolder (String)
Subfolder of Binaries/PLATFORM folder to put this module in when building DLLs. This should only be used by modules that are found via searching like the TargetPlatform or ShaderFormat modules. If FindModules is not used to track them down, the modules will not be found.
bLegacyPublicIncludePaths (Nullable<Boolean>)
Whether this module qualifies included headers from other modules relative to the root of their 'Public' folder. This reduces the number of search paths that have to be passed to the compiler, improving performance and reducing the length of the compiler command line.
bOutputPubliclyDistributable (Boolean)
Whether the output from this module can be publicly distributed, even if it has code/ dependencies on modules that are not (i.e. CarefullyRedist, NotForLicensees, NoRedist). This should be used when you plan to release binaries but not source.
bPrecompile (Boolean)
Whether this module should be precompiled. Defaults to the bPrecompile flag from the target. Clear this flag to prevent a module being precompiled.
bTreatAsEngineModule (Boolean)
Whether this module should be treated as an engine module (eg. using engine definitions, PCHs, compiled with o optimizations enabled in DebugGame configurations, etc...). Initialized to a default based on the rules assembly it was created from.
bUseAVX (Boolean)
Use AVX instructions
bUseBackwardsCompatibleDefaults (Boolean)
Whether to use backwards compatible defaults for this module. By default, engine modules always use the latest default settings, while project modules do not (to support an easier migration path).
bUsePrecompiled (Boolean)
Whether this module should use precompiled data. Always true for modules created from installed assemblies.
bUseRTTI (Boolean)
Use run time type information
CircularlyReferencedDependentModules (List<String>)
Only for legacy reason, should not be used in new code. List of module dependencies that should be treated as circular references. This modules must have already been added to either the public or private dependent module list.
DynamicallyLoadedModuleNames (List<String>)
Additional modules that this module may require at run-time.
ExternalDependencies (List<String>)
External files which invalidate the makefile if modified. Relative paths are resolved relative to the .build.cs file.
IsRedistributableOverride (Nullable<Boolean>)
Redistribution override flag for this module.
MinFilesUsingPrecompiledHeaderOverride (Int32)
Overrides BuildConfiguration.MinFilesUsingPrecompiledHeader if non-zero.
MinSourceFilesForUnityBuildOverride (Int32)
The number of source files in this module before unity build will be activated for that module. If set to anything besides -1, will override the default setting which is controlled by MinGameModuleSourceFilesForUnityBuild
OptimizeCode (CodeOptimization)
When this module's code should be optimized.
PCHUsage (PCHUsageMode)
Precompiled header usage for this module
PrecompileForTargets (PrecompileTargetsType)
Which targets this module should be precompiled for
PrivateDefinitions (List<String>)
Private compiler definitions for this module
PrivateDependencyModuleNames (List<String>)
List of private dependency module names. These are modules that our private code depends on but nothing in our public include files depend on.
PrivateIncludePathModuleNames (List<String>)
List of modules name (no path needed) with header files that our module's private code files needs access to, but we don't need to "import" or link against.
PrivateIncludePaths (List<String>)
List of all paths to this module's internal include files, not exposed to other modules (at least one include to the 'Private' path, more if we want to avoid relative paths)
PrivatePCHHeaderFile (String)
Explicit private PCH for this module. Implies that this module will not use a shared PCH.
PublicAdditionalFrameworks (List<UEBuildFramework>)
List of addition frameworks - typically used for External (third party) modules on Mac and iOS
PublicAdditionalLibraries (List<String>)
List of additional libraries (names of the .lib files including extension) - typically used for External (third party) modules
PublicAdditionalShadowFiles (List<String>)
For builds that execute on a remote machine (e.g. iOS), this list contains additional files that need to be copied over in order for the app to link successfully. Source/header files and PCHs are automatically copied. Usually this is simply a list of precompiled third party library dependencies.
PublicDefinitions (List<String>)
Public compiler definitions for this module
PublicDelayLoadDLLs (List<String>)
List of delay load DLLs - typically used for External (third party) modules
PublicDependencyModuleNames (List<String>)
List of public dependency module names (no path needed) (automatically does the private/public include). These are modules that are required by our public source files.
PublicFrameworks (List<String>)
List of XCode frameworks (iOS and MacOS)
PublicIncludePathModuleNames (List<String>)
List of modules names (no path needed) with header files that our module's public headers needs access to, but we don't need to "import" or link against.
PublicIncludePaths (List<String>)
(This setting is currently not need as we discover all files from the 'Public' folder) List of all paths to include files that are exposed to other modules
PublicLibraryPaths (List<String>)
List of system/library paths (directory of .lib files) - typically used for External (third party) modules
PublicSystemIncludePaths (List<String>)
List of system/library include paths - typically used for External (third party) modules. These are public stable header file directories that are not checked when resolving header dependencies.
PublicWeakFrameworks (List<String>)
List of weak frameworks (for OS version transitions)
RuntimeDependencies (RuntimeDependencyList)
List of files which this module depends on at runtime. These files will be staged along with the target.
SharedPCHHeaderFile (String)
Header file name for a shared PCH provided by this module. Must be a valid relative path to a public C++ header file. This should only be set for header files that are included by a significant number of other C++ modules.
ShortName (String)
Specifies an alternate name for intermediate directories and files for intermediates of this module. Useful when hitting path length limitations.
Type (ModuleType)
Type of module.
WhitelistRestrictedFolders (List<String>)
List of folders which are whitelisted to be referenced when compiling this binary, without propagating restricted folder names