Build Configuration

Configure how the engine is built.

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).

XboxOnePlatform

Property

Effect

Compiler

Version of the compiler toolchain to use on Windows platform. A value of "default" will be changed to a specific version at UBT startup.

bOverrideUseFastPDBLinking

Override for fast PDB linking on Xbox - seems a bit more stable on Xbox One than on PC so it's good to set them separately.

BuildConfiguration

Property

Effect

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

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.

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

Uses a heuristic to determine which files are currently being iterated on, and excludes 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

Disables 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.

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.

bShadowVariableErrors

Forces shadow variable warnings to be treated as errors on platforms that support it.

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.

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.

CppStandard

Which C++ standard to use for compiling this target

bStripSymbols

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

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 don't bother relinking targets if only a dependent .lib has changed, as chances are that the import library wasn't actually different unless a dependent header file of this target was also changed, in which case the target would be rebuilt automatically.

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

[INCLUDE:#UBTMakeFilesInformation]

bAllowDistcc

Whether DMUCS/Distcc may be used. Distcc requires some setup - so by default disable it so we don't break local or remote building.

bAllowParallelExecutor

Whether to allow using parallel executor on Windows.

HybridExecutor

Property

Effect

MaxLocalActions

Maximum number of actions to execute locally

BuildMode

Property

Effect

bIgnoreJunk

Whether to skip checking for files identified by the junk manifest

ProjectFileGenerator

Property

Effect

DisablePlatformProjectGenerators

Platforms to disable native project file generators for. Platforms with native project file generators typically require IDE extensions to be installed.

Format

Default list of project file formats to generate

bIncludeDocumentation

True if we should include documentation in the generated projects

MasterProjectName

Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac)

bMasterProjectNameFromFolder

If true, sets the master project name according to the name of the folder it's in

LocalExecutor

Property

Effect

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

Property

Effect

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

Property

Effect

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

Property

Effect

bIncludeDocumentation

True if we should include documentation in the generated projects.

bMasterProjectNameFromFolder

If true, sets the master project name according to the name of the folder it's in.

MasterProjectName

Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac).

CMakefileGenerator

Property

Effect

bIncludeDocumentation

True if we should include documentation in the generated projects.

bMasterProjectNameFromFolder

If true, sets the master project name according to the name of the folder it's in.

MasterProjectName

Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac).

CodeLiteGenerator

Property

Effect

bIncludeDocumentation

True if we should include documentation in the generated projects.

bMasterProjectNameFromFolder

If true, sets the master project name according to the name of the folder it's in.

MasterProjectName

Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac).

EddieProjectFileGenerator

Property

Effect

bIncludeDocumentation

True if we should include documentation in the generated projects.

bMasterProjectNameFromFolder

If true, sets the master project name according to the name of the folder it's in.

MasterProjectName

Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac).

KDevelopGenerator

Property

Effect

bIncludeDocumentation

True if we should include documentation in the generated projects.

bMasterProjectNameFromFolder

If true, sets the master project name according to the name of the folder it's in.

MasterProjectName

Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac).

MakefileGenerator

Property

Effect

bIncludeDocumentation

True if we should include documentation in the generated projects.

bMasterProjectNameFromFolder

If true, sets the master project name according to the name of the folder it's in.

MasterProjectName

Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac).

QMakefileGenerator

Property

Effect

bIncludeDocumentation

True if we should include documentation in the generated projects.

bMasterProjectNameFromFolder

If true, sets the master project name according to the name of the folder it's in.

MasterProjectName

Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac).

VSCodeProjectFileGenerator

Property

Effect

bIncludeDocumentation

True if we should include documentation in the generated projects.

bMasterProjectNameFromFolder

If true, sets the master project name according to the name of the folder it's in.

MasterProjectName

Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac).

VCProjectFileGenerator

Property

Effect

bIncludeDocumentation

True if we should include documentation in the generated projects.

bMasterProjectNameFromFolder

If true, sets the master project name according to the name of the folder it's in.

MasterProjectName

Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac).

Version

The version of Visual Studio to generate project files for.

XcodeProjectFileGenerator

Property

Effect

bIncludeDocumentation

True if we should include documentation in the generated projects.

bMasterProjectNameFromFolder

If true, sets the master project name according to the name of the folder it's in.

MasterProjectName

Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac).

SourceFileWorkingSet

Property

Effect

GitPath

Sets the path to use for the Git executable. Defaults to "git" (assuming it's in the PATH).

Provider

Sets the provider to use for determining the working set.

RepositoryPath

Sets the path to use for the repository. Interpreted relative to the UE root directory (ie. folder above the Engine folder) if relative.

VCMacProjectFileGenerator

Property

Effect

Version

The version of Visual Studio to generate project files for.

bIncludeDocumentation

True if we should include documentation in the generated projects

MasterProjectName

Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac)

bMasterProjectNameFromFolder

If true, sets the master project name according to the name of the folder it's in

IOSToolChain

Property

Effect

BuildIOSVersion

Which version of the iOS to allow at build time.

bUseDangerouslyFastMode

If this is set, then we don't do any post-compile steps except moving the executable into the proper spot on the Mac.

IOSSDKVersion

Which version of the iOS SDK to target at build time.

RemoteMac

Property

Effect

ServerName

These two variables will be loaded from XML config file in XmlConfigLoader.Init()

UserName

The remote username

SshPrivateKey

Instead of looking for RemoteToolChainPrivate.key in the usual places (Documents/Unreal Engine/UnrealBuildTool/SSHKeys, Engine/Build/SSHKeys), this private key will be used if set

RsyncAuthentication

The authentication used for Rsync (for the -e rsync flag)

SshAuthentication

The authentication used for SSH (probably similar to RsyncAuthentication)

HTML5Platform

Property

Effect

HTML5Architecture

Architecture to build for.

UEBuildConfiguration

Property

Effect

bAllowHotReloadFromIDE

True if hot-reload from IDE is allowed.

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.

bForceDebugUnrealHeaderTool

If true, the Debug version of UnrealHeaderTool will be build and run instead of the Development version.

bForceHeaderGeneration

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

WindowsPlatform

Property

Effect

bStrictConformanceMode

Enables strict standard conformance mode (/permissive-) in VS2017+.

Compiler

Version of the compiler toolchain to use on Windows platform. A value of "default" will be changed to a specific version at UBT startup.

CompilerVersion

The specific toolchain version to use. This may be a specific version number (such as "14.13.26128") or the string "Latest" to select the newest available version. By default, we use the toolchain version indicated by WindowsPlatform.DefaultToolChainVersion if it is available, or the latest version otherwise.

StaticAnalyzer

The static analyzer to use.

WindowsSdkVersion

The specific Windows SDK version to use. This may be a specific version number (such as "8.1", "10.0", or "10.0.10150.0") or the string "Latest" to select the newest available version. By default, we use the Windows SDK version indicated by WindowsPlatform.DefaultWindowsSdkVersion if it is available, or the latest version otherwise.

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.

WindowsTargetRules

Property

Effect

ObjSrcMapFile

Whether we should export a file containing .obj->source file mappings.

Select Skin
Light
Dark

新しい Unreal Engine 4 ドキュメントサイトへようこそ!

あなたの声を私たちに伝えるフィードバックシステムを含め、様々な新機能について開発をおこなっています。まだ広く使える状態にはなっていないので、準備ができるまでは、ドキュメントフィードバックフォーラムで、このページについて、もしくは遭遇した問題について教えていただけると助かります。

新しいシステムが稼働した際にお知らせします。

フィードバックを送信