- #UNREAL ENGINE BUILD FOR MAC ON WINDOWS DRIVERS#
- #UNREAL ENGINE BUILD FOR MAC ON WINDOWS DRIVER#
- #UNREAL ENGINE BUILD FOR MAC ON WINDOWS FULL#
- #UNREAL ENGINE BUILD FOR MAC ON WINDOWS CODE#
#UNREAL ENGINE BUILD FOR MAC ON WINDOWS DRIVER#
New Xbox driver supports a "fast semantics" context type.
#UNREAL ENGINE BUILD FOR MAC ON WINDOWS DRIVERS#
New Monolithic Graphics drivers have optional "fast calls" replacing various D3d functions bUseFastSemanticsRenderContexts Indicates what warning/error level to treat unsafe type casts as on platforms that support it (e.g., double->float or int64->int32) bUndefinedIdentifierErrorsįorces the use of undefined identifiers in conditional expressions to be treated as errors. This setting can be overridden by the bFasterWithoutUnity option in a module's Build.cs file.
#UNREAL ENGINE BUILD FOR MAC ON WINDOWS FULL#
This allows small game modules to have faster iterative compile times for single files, at the expense of slower full rebuild times. The number of source files in a game module before unity build will be activated for that module. bAdaptiveUnityEnablesEditAndContinueĬreates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes. bAdaptiveUnit圜reatesDedicatedPCHĬreates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes. bAdaptiveUnityDisablesProjectPCHForProjectPrivateīacking storage for bAdaptiveUnityDisablesProjectPCH. bAdaptiveUnityDisablesPCHĭisables force-included PCHs for files that are in the adaptive non-unity working set. bAdaptiveUnityDisablesOptimizationsĭisable optimization for files that are in the adaptive non-unity working set. This is true for Perforce, but not for Git. 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. Use a heuristic to determine which files are currently being iterated on and exclude them from unity blobs, result in faster incremental compile times. Whether to force C++ source files to be combined into larger files for faster compilation.
#UNREAL ENGINE BUILD FOR MAC ON WINDOWS CODE#
Whether to unify C++ code into larger files for faster compilation. These are required for distributed shader compilation using the XGE interception interface. Whether the XGE controller worker and modules should be included in the engine build. Whether to enable support for live coding bUseXGEController bUseInliningĮnable inlining for all modules. 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. 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). bDebugBuildsActuallyUseDebugCRTĮnables the debug C++ runtime (CRT) for debug builds. Whether to include a dependency on ShaderCompileWorker when generating project files for the editor. Whether to generate per-file intellisense data. Whether to add the -FastPDB option to build command lines by default. Whether to write a solution option (suo) file for the sln. Recommended, as it saves computing resources for others. When enabled, XGE will stop compiling targets after a compile error occurs. Whether to display the XGE build monitor. Whether to use the no_watchdog_thread option to prevent VS2015 toolchain stalls. The DMUCS distinguishing property value to request for compile hosts. The DMUCS coordinator hostname or IP address. Path to the Distcc and DMUCS executables. When true enable verbose distcc output to aid debugging.
Defaults to true as separation of pre-process and compile stages can introduce non-fatal errors. When enabled, allows DMUCS/Distcc to fallback to local compilation when remote compiling fails.
dsym will force generation of a dsym for other builds, bEnableAddressSanitizerĮnables address sanitizer (ASan) bEnableThreadSanitizerĮnables thread sanitizer (TSan) bEnableUndefinedBehaviorSanitizerĮnables undefined behavior sanitizer (UBSan) BaseLogFileName Defaults to true for Shipping builds and false for all other builds. Keep reading to learn more about the following properties, which help to set and customize build configuration(s). Users/ /Unreal Engine/UnrealBuildTool/BuildConfiguration.xml Users/ /.config//Unreal Engine/UnrealBuildTool/BuildConfiguration.xml On Linux and Mac, the following paths are used instead: My Documents/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml User Folder/AppData/Roaming/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml In addition to being added to the generated UE4 project under the Config/UnrealBuildTool folder, UnrealBuildTool reads settings from XML config files in the following locations on Windows:Įngine/Saved/UnrealBuildTool/BuildConfiguration.xml