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Build parameters. This is the uLang_ equivalent of FSolIdeBuildSettings_ with some additional fields.
| Name | SBuildParams |
| Type | struct |
| Header File | /Engine/Source/Runtime/VerseCompiler/Public/uLang/CompilerPasses/CompilerTypes.h |
| Include Path | #include "uLang/CompilerPasses/CompilerTypes.h" |
Syntax
struct SBuildParams
Enums
Public
| Name | Remarks |
|---|---|
| ELinkParam | Link-step settings. |
| EWhichVM | HACK_VMSWITCH - remove this once VerseVM is fully brought up Specifies the VM we are compiling the code for We need a variable for this, since even though in most cases WITH_VERSE_BPVM will select the correct value, in the VNI tool we take this information from the command line |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| _bGenerateCode | bool | If to generate bytecode. | uLang/CompilerPasses/CompilerTypes.h | |
| _bGenerateDigests | bool | If to generate digests when possible. | uLang/CompilerPasses/CompilerTypes.h | |
| _bQualifyIdentifiers | bool | Whether to qualify all unidentified qualifiers in-place in the VST. | uLang/CompilerPasses/CompilerTypes.h | |
| _bSemanticAnalysisOnly | bool | If true, we'll run the build only up to semantic analysis. | uLang/CompilerPasses/CompilerTypes.h | |
| _bVerbose | bool | Get more information. | uLang/CompilerPasses/CompilerTypes.h | |
| _LinkType | ELinkParam | uLang/CompilerPasses/CompilerTypes.h | ||
| _MaxNumPersistentVars | int32_t | Maximum number of allowed persistent `var_ definitions. | uLang/CompilerPasses/CompilerTypes.h | |
| _TargetVM | EWhichVM | uLang/CompilerPasses/CompilerTypes.h | ||
| _UploadedAtFNVersion | uint32_t | This allows us to determine when a package was uploaded for a given Fortnite release version. | uLang/CompilerPasses/CompilerTypes.h |