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API > API/Developer > API/Developer/DeveloperToolSettings
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDeveloperSettings
- UCookerSettings
References
| Module | DeveloperToolSettings |
| Header | /Engine/Source/Developer/DeveloperToolSettings/Classes/CookerSettings.h |
| Include | #include "CookerSettings.h" |
Syntax
class UCookerSettings : public UDeveloperSettings
Remarks
Various cooker settings.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bCompileBlueprintsInDevelopmentMode | Whether or not to compile Blueprints in development mode when cooking. | |
| bool | bCookOnTheFlyForLaunchOn | Enable -cookonthefly for launch on | |
| bool | bEnableBuildDDCInBackground | ||
| bool | bEnableCookOnTheSide | ||
| bool | bIgnoreIniSettingsOutOfDateForIteration | Ignore ini changes when doing iterative cooking, either in editor or out of editor | |
| bool | bIgnoreScriptPackagesOutOfDateForIteration | Ignore native header file changes when doing iterative cooking, either in editor or out of editor | |
| bool | bIterativeCookingForFileCookContent | Enable -iterate when triggering from File dropdown menu | |
| bool | bIterativeCookingForLaunchOn | Enable -iterate for launch on | |
| EBlueprintComponentDataCookingMethod | BlueprintComponentDataCookingMethod | Generate optimized component data to speed up Blueprint construction at runtime. | |
| EBlueprintPropertyGuidsCookingMethod | BlueprintPropertyGuidsCookingMethod | Should we include the property GUIDs for a Blueprint class in a cooked build, so that SaveGame archives can redirect property names via the GUIDs? | |
| TArray< FString > | ClassesExcludedOnDedicatedClient | List of class names to exclude when cooking for dedicated client | |
| TArray< FString > | ClassesExcludedOnDedicatedServer | List of class names to exclude when cooking for dedicated server | |
| ConfigRestartRequired | |||
| ConsoleVariable | Allows opening cooked assets in the editor | ||
| int32 | DefaultASTCQualityBySize | Quality of 0 means smallest (12x12 block size), 4 means best (4x4 block size) | |
| int32 | DefaultASTCQualityBySpeed | Quality of 0 means fastest, 3 means best quality | |
| DisplayName | |||
| EditCondition | |||
| TArray< FString > | ModulesExcludedOnDedicatedClient | List of module names to exclude when cooking for dedicated client | |
| TArray< FString > | ModulesExcludedOnDedicatedServer | List of module names to exclude when cooking for dedicated server | |
| ToolTip | |||
| TArray< FString > | VersionedIntRValues | List of r values that need to be versioned |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UCookerSettings
(
const FObjectInitializer& ObjectInitializer |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | OverrideConfigSection
(
FString& InOutSectionName |
This class was moved from UnrealEd module, but to allow it to be used by developer tools, like UFE, it has moved to this module. | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
UObject interface | |
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |