
Whether to force C++ source files to be combined into larger files for faster compilation.
#UNITY 2019 REMOVE INCREMENTAL COMPILER 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
