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API > API/Developer > API/Developer/DeveloperToolSettings
Implements the Editor's user settings.
| Name | UProjectPackagingSettings |
| Type | class |
| Header File | /Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h |
| Include Path | #include "Settings/ProjectPackagingSettings.h" |
Syntax
UCLASS (MinimalAPI, Config=Game, defaultconfig)
class UProjectPackagingSettings : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UProjectPackagingSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UProjectPackagingSettings
(
const FObjectInitializer& ObjectInitializer |
Settings/ProjectPackagingSettings.h |
Structs
| Name | Remarks |
|---|---|
| FConfigurationInfo | Information about each packaging configuration |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ConfigurationInfo | const FConfigurationInfo | Static array of information about each configuration | Settings/ProjectPackagingSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ApplocalPrerequisitesDirectory | FDirectoryPath | A directory containing additional prerequisite packages that should be staged in the executable directory. | Settings/ProjectPackagingSettings.h |
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| bBuildHttpChunkInstallData | bool | If enabled, will generate data for HTTP Chunk Installer. | Settings/ProjectPackagingSettings.h |
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| bChunkHardReferencesOnly | bool | Normally during chunk generation all dependencies of a package in a chunk will be pulled into that package's chunk. | Settings/ProjectPackagingSettings.h |
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| bCompressed | bool | Create compressed cooked packages (decreased deployment size) | Settings/ProjectPackagingSettings.h |
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| bCookAll | bool | Cook all things in the project content directory | Settings/ProjectPackagingSettings.h |
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| bCookMapsOnly | bool | Cook only maps (this only affects the cookall flag) | Settings/ProjectPackagingSettings.h |
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| bDeterministicShaderCodeOrder | bool | With this option off, the shader code will be stored in the library essentially in a random order, squarely the same in which the assets were loaded by the cooker. | Settings/ProjectPackagingSettings.h |
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| bExcludeMonolithicEngineHeadersInNativizedCode | bool | Whether or not to exclude monolithic engine headers (e.g. Engine.h) in the generated code when nativizing Blueprint assets. | Settings/ProjectPackagingSettings.h |
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| bForceOneChunkPerFile | bool | If true, individual files are only allowed to be in a single chunk and it will assign it to the lowest number requested If false, it may end up in multiple chunks if requested by the cooker | Settings/ProjectPackagingSettings.h |
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| bForceUseProjectCompressionFormatIgnoreHardwareOverride | bool | Force use of PackageCompressionFormat (do not use override HardwareCompressionFormat from DDPI) | Settings/ProjectPackagingSettings.h |
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| bGenerateChunks | bool | If enabled, will generate pak file chunks. | Settings/ProjectPackagingSettings.h |
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| bGenerateNoChunks | bool | If enabled, no platform will generate chunks, regardless of settings in platform-specific ini files. | Settings/ProjectPackagingSettings.h |
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| bIncludeNativizedAssetsInProjectGeneration | bool | If enabled, the nativized assets code plugin will be added to the Visual Studio solution if it exists when regenerating the game project. | Settings/ProjectPackagingSettings.h |
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| BlueprintNativizationMethod | EProjectPackagingBlueprintNativizationMethod | If enabled, then the project's Blueprint assets (including structs and enums) will be intermediately converted into C++ and used in the packaged project (in place of the .uasset files). | Settings/ProjectPackagingSettings.h |
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| bMakeBinaryConfig | bool | If enabled, staging will make a binary config file for faster loading. | Settings/ProjectPackagingSettings.h |
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| bPackageCompressionEnableDDC | bool | Specifies if DDC should be used to store and retrieve compressed data when creating IoStore containers. | Settings/ProjectPackagingSettings.h |
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| bRetainStagedDirectory | bool | If set, platforms that destructively edit the iostore containers during packaging will save a copy prior to doing so. | Settings/ProjectPackagingSettings.h |
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| bSharedMaterialNativeLibraries | bool | By default shader shader code gets saved into individual platform agnostic files, enabling this option will use the platform-specific library format if and only if one is available This will reduce overall package size but might increase loading time | Settings/ProjectPackagingSettings.h |
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| bShareMaterialShaderCode | bool | By default shader code gets saved inline inside material assets, enabling this option will store only shader code once as individual files This will reduce overall package size but might increase loading time | Settings/ProjectPackagingSettings.h |
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| bSkipEditorContent | bool | Don't include content in any editor folders when cooking. | Settings/ProjectPackagingSettings.h |
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| bSkipMovies | bool | Don't include movies by default when staging/packaging Specific movies can be specified below, and this can be in a platform ini | Settings/ProjectPackagingSettings.h |
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| bTreatWarningsAsErrorsOnCook | bool | Cook with Warnings As Errors | Settings/ProjectPackagingSettings.h |
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| Build | EProjectPackagingBuild | Specifies whether to build the game executable during packaging. | Settings/ProjectPackagingSettings.h |
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| BuildConfiguration | EProjectPackagingBuildConfigurations | The build configuration for which the project is packaged. | Settings/ProjectPackagingSettings.h |
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| BuildTarget | FString | Name of the target to build | Settings/ProjectPackagingSettings.h |
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| bUseIoStore | bool | If enabled, use .utoc/.ucas container files for staged/packaged package data instead of pak. | Settings/ProjectPackagingSettings.h |
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| bUseZenStore | bool | If enabled, use Zen Server for storing and fetching cooked data instead of using the local file system. | Settings/ProjectPackagingSettings.h |
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| bWritePluginSizeSummaryJsons | bool | Whether or not to write a json summary file that contains size information to the cooked Metadata directory | Settings/ProjectPackagingSettings.h |
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| CompressedChunkWildcard | TArray< FString > | If set, only these specific pak files will be compressed. | Settings/ProjectPackagingSettings.h |
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| CulturesToStage | TArray< FString > | Languages whose data should be cooked, staged, and packaged. | Settings/ProjectPackagingSettings.h |
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| CustomStageCopyHandler | FString | The type name of a CustomStageCopyHandler subclass to instanciate during the copy build to staging directory step. | Settings/ProjectPackagingSettings.h |
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| DirectoriesToAlwaysCook | TArray< FDirectoryPath > | Directories containing .uasset files that should always be cooked regardless of whether they're referenced by anything in your project These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game | Settings/ProjectPackagingSettings.h |
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| DirectoriesToAlwaysStageAsNonUFS | TArray< FDirectoryPath > | Directories containing files that should always be copied when packaging your project, but are not supposed to be part of the .pak file This is used to stage additional files that you manually load without using the UFS (Unreal File System) file IO API, eg, third-party libraries that perform their own internal file IO Note: These paths are relative to your project Content directory | Settings/ProjectPackagingSettings.h |
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| DirectoriesToAlwaysStageAsNonUFSServer | TArray< FDirectoryPath > | Directories containing files that should always be copied when packaging your project for a dedicated server, but are not supposed to be part of the .pak file This is used to stage additional files that you manually load without using the UFS (Unreal File System) file IO API, eg, third-party libraries that perform their own internal file IO Note: These paths are relative to your project Content directory | Settings/ProjectPackagingSettings.h |
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| DirectoriesToAlwaysStageAsUFS | TArray< FDirectoryPath > | Directories containing files that should always be added to the .pak file (if using a .pak file; otherwise they're copied as individual files) This is used to stage additional files that you manually load via the UFS (Unreal File System) file IO API Note: These paths are relative to your project Content directory | Settings/ProjectPackagingSettings.h |
|
| DirectoriesToAlwaysStageAsUFSServer | TArray< FDirectoryPath > | Directories containing files that should always be added to the .pak file for a dedicated server (if using a .pak file; otherwise they're copied as individual files) This is used to stage additional files that you manually load via the UFS (Unreal File System) file IO API Note: These paths are relative to your project Content directory | Settings/ProjectPackagingSettings.h |
|
| DirectoriesToNeverCook | TArray< FDirectoryPath > | Directories containing .uasset files that should never be cooked even if they are referenced by your project These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game | Settings/ProjectPackagingSettings.h |
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| EngineCustomBuilds | TArray< FProjectBuildSettings > | A list of custom builds, specified in engine ini files, and not editable in editor, that will show up in the Platforms menu to allow customized builds for all projects | Settings/ProjectPackagingSettings.h |
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| ForDistribution | bool | If enabled, a distribution build will be created and the shipping configuration will be used If disabled, a development build will be created Distribution builds are for publishing to the App Store | Settings/ProjectPackagingSettings.h |
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| FullRebuild | bool | If enabled, a full rebuild will be enforced each time the project is being packaged. | Settings/ProjectPackagingSettings.h |
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| HttpChunkInstallDataDirectory | FDirectoryPath | When "Build HTTP Chunk Install Data" is enabled this is the directory where the data will be build to. | Settings/ProjectPackagingSettings.h |
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| HttpChunkInstallDataVersion | FString | Version name for HTTP Chunk Install Data. | Settings/ProjectPackagingSettings.h |
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| IncludeAppLocalPrerequisites | bool | Specifies whether to include prerequisites alongside the game executable. | Settings/ProjectPackagingSettings.h |
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| IncludeCrashReporter | bool | Specifies whether to include the crash reporter in the packaged project. | Settings/ProjectPackagingSettings.h |
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| IncludeDebugFiles | bool | If enabled, debug files will be included in staged shipping builds. | Settings/ProjectPackagingSettings.h |
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| IncludePrerequisites | bool | Specifies whether to include an installer for prerequisites of packaged games, such as redistributable operating system components, on platforms that support it. | Settings/ProjectPackagingSettings.h |
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| IniKeyBlacklist | TArray< FString > | Settings/ProjectPackagingSettings.h |
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| IniKeyDenylist | TArray< FString > | List of ini file keys to strip when packaging | Settings/ProjectPackagingSettings.h |
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| IniSectionBlacklist | TArray< FString > | Settings/ProjectPackagingSettings.h |
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| IniSectionDenylist | TArray< FString > | List of ini file sections to strip when packaging | Settings/ProjectPackagingSettings.h |
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| InternationalizationPreset | EProjectPackagingInternationalizationPresets | Predefined sets of culture whose internationalization data should be packaged. | Settings/ProjectPackagingSettings.h |
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| LocalizationTargetCatchAllChunkId | int32 | The chunk ID that should be used as the catch-all chunk for any non-asset localized strings | Settings/ProjectPackagingSettings.h |
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| LocalizationTargetsToChunk | TArray< FString > | List of localization targets that should be chunked during cooking (if using chunks) | Settings/ProjectPackagingSettings.h |
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| MapsToCook | TArray< FFilePath > | List of maps to include when no other map list is specified on commandline | Settings/ProjectPackagingSettings.h |
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| MaxChunkSize | int64 | If > 0 this sets a maximum size per chunk. | Settings/ProjectPackagingSettings.h |
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| NativizeBlueprintAssets | TArray< FFilePath > | List of Blueprints to include for nativization when using the exclusive method. | Settings/ProjectPackagingSettings.h |
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| NonUFSMovies | TArray< FString > | If SkipMovies is true, these specific movies will be copied when packaging your project, but are not supposed to be part of the .pak file This should be the name with no extension | Settings/ProjectPackagingSettings.h |
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| PackageAdditionalCompressionOptions | FString | A generic setting for allowing a project to control compression settings during .pak file and iostore compression. | Settings/ProjectPackagingSettings.h |
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| PackageCompressionFormat | FString | A comma separated list of formats to use for .pak file and IoStore compression. | Settings/ProjectPackagingSettings.h |
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| PackageCompressionLevel_DebugDevelopment | int32 | For compressors with variable levels, select the compressor effort level, which makes packages smaller but takes more time to encode. | Settings/ProjectPackagingSettings.h |
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| PackageCompressionLevel_Distribution | int32 | Settings/ProjectPackagingSettings.h |
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| PackageCompressionLevel_TestShipping | int32 | Settings/ProjectPackagingSettings.h |
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| PackageCompressionMethod | FString | For compressors with multiple methods, select one. | Settings/ProjectPackagingSettings.h |
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| PackageCompressionMinBytesSaved | int32 | A generic setting which is used to determine whether it is worth using compression for a block of data when creating IoStore or .pak files. | Settings/ProjectPackagingSettings.h |
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| PackageCompressionMinPercentSaved | int32 | A generic setting which is used to determine whether it is worth using compression for a block of data when creating IoStore or .pak files. | Settings/ProjectPackagingSettings.h |
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| PackageCompressionMinSizeToConsiderDDC | int32 | Specifies the minimum (uncompressed) size for storing a compressed IoStore chunk in DDC. | Settings/ProjectPackagingSettings.h |
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| ProjectCustomBuilds | TArray< FProjectBuildSettings > | A list of custom builds that will show up in the Platforms menu to allow customized builds that make sense for your project. | Settings/ProjectPackagingSettings.h |
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| TestDirectoriesToNotSearch | TArray< FDirectoryPath > | Directories containing .uasset files that are for editor testing purposes and should not be included in enumerations of all packages in a root directory, because they will cause errors on load These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game | Settings/ProjectPackagingSettings.h |
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| UFSMovies | TArray< FString > | If SkipMovies is true, these specific movies will still be added to the .pak file (if using a .pak file; otherwise they're copied as individual files) This should be the name with no extension | Settings/ProjectPackagingSettings.h |
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| UsePakFile | bool | If enabled, all content will be put into a one or more .pak files instead of many individual files (default = enabled). | Settings/ProjectPackagingSettings.h |
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| WriteBackMetadataToAssetRegistry | EAssetRegistryWritebackMethod | Whether to write staging metadata back to the asset registry. | Settings/ProjectPackagingSettings.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedNativizeBlueprintAssets | TArray< FFilePath > | Helper array used to mirror Blueprint asset selections across edits | Settings/ProjectPackagingSettings.h | |
| ConfigPlatform | FString | The platform to LoadConfig for to get platform-specific packaging settings | Settings/ProjectPackagingSettings.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AddBlueprintAssetToNativizationList
(
const UBlueprint* InBlueprint |
Adds the given Blueprint asset to the exclusive nativization list. | Settings/ProjectPackagingSettings.h | |
virtual bool CanEditChange
(
const FProperty* InProperty |
Settings/ProjectPackagingSettings.h | ||
const FTargetInfo * GetBuildTargetInfo() |
Gets the current build target, checking that it's valid, and the default build target if it is not | Settings/ProjectPackagingSettings.h | |
virtual const TCHAR * GetConfigOverridePlatform() |
Settings/ProjectPackagingSettings.h | ||
FString GetConfigPlatform() |
Settings/ProjectPackagingSettings.h | ||
bool GetUseZenStoreEffective() |
Settings/ProjectPackagingSettings.h | ||
bool IsBlueprintAssetInNativizationList
(
const UBlueprint* InBlueprint |
Determines if the specified Blueprint is already saved for exclusive nativization. | Settings/ProjectPackagingSettings.h | |
void LoadSettingsForPlatform
(
FString PlatformName |
For non-default object instances, this will LoadConfig for a specific platform, | Settings/ProjectPackagingSettings.h | |
virtual 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. | Settings/ProjectPackagingSettings.h | |
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Settings/ProjectPackagingSettings.h | ||
virtual void PostInitProperties() |
Settings/ProjectPackagingSettings.h | ||
bool RemoveBlueprintAssetFromNativizationList
(
const UBlueprint* InBlueprint |
Removes the given Blueprint asset from the exclusive nativization list. | Settings/ProjectPackagingSettings.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TArray< EProjectPackagingBuildConfigurations > GetValidPackageConfigurations() |
Gets a list of all valid packaging configurations for the current project | Settings/ProjectPackagingSettings.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEncryptIniFiles_DEPRECATED | bool | Encrypt ini files inside of the pak file NOTE: Replaced by the settings inside the cryptokeys system. | Settings/ProjectPackagingSettings.h |
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| bEncryptPakIndex_DEPRECATED | bool | Encrypt the pak index NOTE: Replaced by the settings inside the cryptokeys system. | Settings/ProjectPackagingSettings.h |
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| EarlyDownloaderPakFileFiles_DEPRECATED | TArray< FString > | List of specific files to include with GenerateEarlyDownloaderPakFile | Settings/ProjectPackagingSettings.h |
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| GenerateEarlyDownloaderPakFile_DEPRECATED | bool | Enable the early downloader pak file pakearly.txt This has been superseded by the functionality in DefaultPakFileRules.ini | Settings/ProjectPackagingSettings.h |
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