Description
This is where you set information about your project, such as the project name, version, company name, copyright, and so on. These settings are mainly for informational purposes and will not affect how the project runs or behaves.
About
Section | Description |
---|---|
Description | The project description text. |
Project ID | The project's unique identifier. |
Project Name | The project's non-localized name. |
Project Version | The project's version number. |
Project Thumbnail | The project's preview thumbnail. |
Publisher
Section | Description |
---|---|
Company Name | The name of the company (author, provider) that created the project. |
Company Distinguished Name | The Distinguished Name of the company (author, provider) that created the project, which is used by publishing tools on some platforms. |
Homepage | The project's homepage URL. |
Support Contact | The project's support contact information. |
Legal
Section | Description |
---|---|
Copyright Notice | The project's copyright and / or trademark notices. |
Licensing Terms | The project's licensing terms. |
Privacy Policy | The project's privacy policy. |
Displayed
Section | Description |
---|---|
Project Displayed Title | The project's title as displayed on the window title bar. Can include the tokens {GameName} , {PlatformArchitecture} , {BuildConfiguration} , or {RHIName} , which will be replaced with the specified text. |
Project Debug Title Info | Additional data to be displayed on the window title bar in non-shipping (debug) configurations. Can include the tokens {GameName} , {PlatformArchitecture} , {BuildConfiguration} , or {RHIName} , which will be replaced with the specified text. |
Settings
Section | Description |
---|---|
Should Window Preserve Aspect Ratio | Specifies whether the game's window should preserve its aspect ratio when resized by the user. |
Use Borderless Window | Specifies whether the game should use a borderless Slate window instead of a window with system title bar and border. |
Start in VR | Specifies whether the game should attempt to start in VR, regardless of whether -vr was set in the command line. |
Allow Window Resize | Specifies whether the user should be allowed to resize the game window, when not using full screen. |
Allow Close | Specifies whether a Close button should be shown for the game window, when not using full screen. |
Allow Maximize | Specifies whether a Maximize button should be shown for the game's window, when not using full screen. |
Allow Minimize | Specifies whether a Minimize button should be shown for the game's window, when not using full screen. |
Encryption
Encryption
Section | Description |
---|---|
Encryption Key | The default encryption key used to protect .pak files. |
Secondary Encryption Keys | Secondary encryption keys that can be selected for use on different assets. Games are required to make these keys available to the |
Encrypt Pak Ini Files | Encrypts all Gives security to the most common sources of mineable information, with minimal runtime IO cost. |
Encrypt Pak Index | Encrypts the .pak index, making it impossible to use UnrealPak to manipulate the .pak file without the encryption key. |
Encrypt UAsset Files | Encrypts .uasset files. |
Encrypt All Asset Files | Encrypts all files in the Secure, but will cause some slowdown to runtime IO performance, and high entropy to packaged data which will be bad for patching. |
Generate New Encryption Key | Generates a new encryption key. |
Signing
Section | Description |
---|---|
Signing Public Exponent | The RSA key public exponent used for signing a .pak file. |
Signing Modulus | The RSA key modulus used for signing a .pak file. |
Signing Private Exponent | The RSA key private exponent used for signing a .pak file. |
Enable Pak Signing | Enable signing of .pak files to prevent tampering of the data. |
Generate New Signing Keys | Generate a new signing key. |
Gameplay Tags
Gameplay Tags
Section | Description |
---|---|
Import Tags from Config | If true, will import tags from .ini files in the Config/Tags folder. |
Warn on Invalid Tags | If true, will give load warnings when reading in saved tag references that are not in the dictionary. |
Clear Invalid Tags | If true, will clear any invalid tags when reading in saved tag references that are not in the dictionary. |
Invalid Tag Characters | These characters cannot be used in gameplay tags, in addition to special ones like newline . |
Category Remapping | This allows base engine tag category metadata to remap to multiple project-specific categories. |
Gameplay Tag Table List | List of data tables to load tags from. |
Gameplay Tag Redirects | List of active tag redirects. |
Gameplay Tag List | List of active tag redirects. |
Advanced Replication
Section | Description |
---|---|
Fast Replication | If true, will replicate gameplay tags by index instead of name. For this to work, tags must be identical on client and server. |
Commonly Replicated Tags | List of most frequently replicated tags. |
Num Bits for Container Size | Numbers of bits to use for replicating container size. Set this based on how large your containers tend to be. |
Net Index First Bit Segment | The length in bits of the first segment when net serializing tags. We serialize NetIndexFirstBitSegment + 1 bit to indicate "more", which is slower to replicate. |
Advanced Gameplay Tags
Section | Description |
---|---|
Restricted Config Files | A list of .ini files used to store restricted gameplay tags. |
Restricted Tag List | Restricted tags are intended to be top-level tags that are important for your data hierarchy and modified by very few people. |
Maps & Modes
Default Modes
Section | Description |
---|---|
Default GameMode |
You can choose any |
Default Pawn Class | The default pawn class used by players. You can choose any pawn class in your project. |
HUD Class | HUD class this game uses. You can choose any HUD class in your project. |
Player Controller Class | The class of You can choose any |
Game State Class | The class of You can choose any |
Player State Class | A PlayerState of this class will be associated with every player to replicate relevant player information to all clients. |
Spectator Class | The pawn class used by the PlayerController for players when spectating. |
Global Default Server Game Mode |
This setting is only used when running the engine as a dedicated server. You can choose any If not set, the |
Game Mode Map Prefixes | Overrides the GameMode to use when loading a map that starts with a specific prefix. |
Game Mode Class Aliases | List of GameModes to load when the game is specified in the URL (for example, DM could be an alias for MyProject.MyGameModeMP_DM). |
Default Maps
Section | Description |
---|---|
Editor Startup Map | If set, this map will be loaded when the Editor starts up. You can choose any map available in your project. |
Editor Template Map Overrides | Map templates that should show up in the new level dialog. This will completely override the default maps chosen by the default editor. |
Game Default Map | The map that will be loaded by default when no other map is loaded. You can choose any map available in your project. |
Local Map Options | The default options that will be appended to a map being loaded. |
Transition Map | The map that is loaded when transitioning from one map to another. You can choose any map available in your project. |
Server Default Map | The map that will be loaded by default when no other map is loaded. This setting is only used when running the engine as a dedicated server. You can choose any map available in your project. |
Local Multiplayer
Section | Description |
---|---|
Use Splitscreen | Specifies whether the screen should be split or not when multiple local players are present. |
Two Player Splitscreen Layout | The viewport layout to use if the screen should be split and there are two local players. You can choose from the following options:
|
Three Player Splitscreen Layout | The viewport layout to use if the screen should be split and there are three local players. You can choose from the following options:
|
Four Player Splitscreen Layout | The viewport layout to use if the screen should be split and there are four local players. You can choose from the following options:
|
Skip Assigning Gamepad to Player 1 | If enabled, this will make it so that gamepads start being assigned to the second controller ID in local multiplayer games. In PIE (Play in Editor) sessions with multiple windows, this has the same effect as enabling the Route 1st Gamepad to 2nd Client setting in Editor Preferences. |
Game Instance
Section | Description |
---|---|
Game Instance Class | The class to use when instantiating the transient You can choose any |
Movies
Movies
Section | Description |
---|---|
Wait for Movies to Complete | If enabled, the game waits for startup movies to complete even if loading has finished. |
Movies Are Skippable | If enabled, startup movies can be skipped by the user when a mouse button is pressed. |
Startup Movies | Movies to play on startup. Note that these must be in your game's |
Packaging
Packaging
Section | Description |
---|---|
Use Pak File | If enabled, all content will be put into one or more .pak files instead of many individual files. This is enabled by default. |
Use Io Store | If enabled, use .utoc / .ucas container files for staged / packaged package data instead of .pak . |
Use Zen Store | If enabled, use Zen storage server for storing and fetching cooked data instead of using the local file system. |
Make Binary Config | If enabled, staging will make a binary config file for faster loading. |
Generate Chunks | If enabled, will generate Assets can be assigned to chunks in the editor or via a delegate (see Can be used for streaming installs (PS4 Playgo, XboxOne Streaming Install, etc). |
Generate No Chunks | If enabled, no platform will generate chunks, regardless of settings in platform-specific .ini files. |
Chunk Hard References Only | Normally, during chunk generation, all dependencies of a package in a chunk will be pulled into that package's chunk. If this is enabled, only hard dependencies are pulled in. Soft dependencies stay in their original chunk. |
Build HTTP Chunk Install Data | If enabled, it will generate data for HTTP Chunk Installer. This data can be hosted on a web server to be installed at a runtime. Requires the Generate Chunks option to be enabled. |
HTTP Chunk Install Data Directory | When Build HTTP Chunk Install Data is enabled, this is the directory where the data will be built to. |
Package Compression Min Size to Consider DDC | Specifies the minimum (uncompressed) size for storing a compressed IoStore chunk in the Derived Data Cache (DDC). |
HTTP Chunk Install Data Version | Version name for HTTP Chunk Install Data. |
Share Material Shader Code | 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. |
Deterministic Shader Code Order | If this option is disabled, 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. Enabling this option will sort the shaders by their hash, which makes the shader library more similar between builds. This can help patching, but can adversely affect loading times. |
Shared Material Native Libraries | By default, shader code gets saved into individual platform-agnostic files. Enabling this option will use the platform-specific library format only if one is available. This will reduce overall package size but might increase loading time. |
Ini Key Denylist | List of the .ini file keys to strip when packaging. |
Ini Section Denylist | List of .ini file sections to strip when packaging. |
Additional Builds for This Project | A list of custom builds that will show up in the Platforms menu to allow customized builds that make sense for your project. Will show up near Package Project in the Platforms menu (in the main Level Editor toolbar). |
Force One Chunk Per File | 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, files may end up in multiple chunks if requested by the cooker. |
Max Chunk Size | If greater than 0, this sets a maximum size per chunk. Chunks larger than this size will be split into multiple This can be set in platform-specific game |
Create Compressed Cooked Packages | Create compressed cooked packages (decreased deployment size). |
Package Compression Format | A comma-separated list of formats to use for If more than one format is specified, the list is in order of priority, with fallbacks to other formats in case of errors or unavailability of the format (for example, if the format's plugin is not enabled). Commonly |
Use This Compression Format Not Hardware Override | If enabled, forces the use of the specified Package Compression Format. This option overrides any platform-specific values set by the |
Package Compression Command Line Options | A generic setting for allowing a project to control compression settings during For example: |
Package Compression Method | For compressors with multiple methods, select one. For example, for Oodle, you may use one of these:
You can read the description of every method here. |
Encoder Effort Level for Debug & Development | For compressors with variable levels, select the encoder level, which makes packages smaller but takes more time to encode. This does not affect decode speed. For faster iteration, use lower effort levels (for example, |
Encoder Effort Level for Test & Shipping | Package compression level test shipping. |
Encoder Effort Level for Distribution | Package compression level distribution. |
Minimum Amount of Bytes Which Should Be Saved When Compressing a Block of Data, Otherwise Data Remains Uncompressed | A generic setting which is used to determine whether it is worth using compression for a block of data when creating IoStore or If the amount of saved bytes is smaller than the specified value, then the block of data remains uncompressed. The optimal value of this setting depends on the capabilities of the target platform. For example, Note that some compressors (for example, Oodle) do their own internal worth it check and only use this value to determine the minimal size of a block which should be compressed. |
Minimum Percentage of a Block of Data Which Should Be Saved When Performing Compression, Otherwise Data Remains Uncompressed | A generic setting which is used to determine whether it is worth using compression for a block of data when creating IoStore or If the saved percentage of a compressed block data is smaller than the specified value, then the block remains uncompressed. The optimal value of this setting depends on the capabilities of the target platform. For example, Note that some compressors (for example, Oodle) do their own internal worth it check and ignore this value. |
Enable DDC for IoStore Compression | Specifies whether the Derived Data Cache should be used to store and retrieve compressed data when creating IoStore containers. |
Include Crash Reporter | Specifies whether to include the crash reporter in the packaged project. This is included by default for Blueprint-based projects, but can optionally be disabled. |
Internationalization Support | Predefined sets of cultures whose internationalization data should be packaged. You can choose from the following options:
|
Localization Targets to Chunk | List of localization targets that should be chunked during cooking (if using chunks). |
Localization Target Catch All Chunk ID | The chunk ID that should be used as the catch-all chunk for any non-asset localized strings. |
Cook Everything in the Project Content Directory (Ignore List of Maps in the "List of Maps to Include in a Packaged Build" setting) | Cook all things in the project content directory. |
Cook Only Maps (This Only Affects Cookall) | Cook only maps (this only affects the Cookall flag). For more information, see the Content Cooking page. |
Exclude Editor Content When Cooking | Don't include content in any editor folders (anything under This can cause issues with missing content in cooked games if content that the game uses is being excluded. |
Exclude Movie Files When Staging (Skip Movies) | This setting tells the Editor to not include movies by default when staging or packaging. If this setting ( If this setting ( |
Specific Movies to Package (UFSMovies) | If The name of the movie file should have no extension in the listing: if the filename of your movie is, for example,
|
Specific Movies to Copy (Non-UFSMovies) | If The name of the movie file should have no extension in the listing: if the filename of your movie is, for example,
|
Compressed Chunk Wildcard | If set, only these specific This should take the form of This can be set in a platform-specific |
List of Maps to Include in a Packaged Build | List of maps to include when no other map list is specified in the command line. |
Additional Asset Directories to Cook | Directories containing These paths are stored either as a full package path (for example, |
Directories to Never Cook | Directories containing These paths are stored either as a full package path (for example, |
Test Directories to Not Search | Directories containing These paths are stored either as a full package path (for example, |
Additional Non-Asset Directories to Package | Directories containing files that should always be added to the This is used to stage additional files that you manually load via the UFS (Unreal File System) file IO API. These paths are relative to your project's |
Additional Non-Asset Directories to Copy | Directories containing files that should always be copied when packaging your project, but are not supposed to be part of the This is used to stage additional files that you manually load without using the UFS (Unreal Files System) file IO API, for example, third-party libraries that perform their own internal file IO. These paths are relative to your project's |
Additional Non-Asset Directories to Package for Dedicated Server Only | Directories containing files that should always be added to the This is used to stage additional files that you manually load via the UFS (Unreal File System) file IO API. These paths are relative to your project's |
Additional Non-Asset Directories to Copy for Dedicated Server Only | 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 This is used to stage additional files that you manually load without using the UFS (Unreal Files System) file IO API, for example, third-party libraries that perform their own internal file IO. These paths are relative to your project's |
Localizations to Package | Cultures whose data should be cooked, staged, and packaged. |
Project
Section | Description |
---|---|
Build | Specifies whether to build the game executable during packaging. You can choose from the following options:
|
Build Configuration | The build configuration for which the project is packaged. You can choose from the following options:
|
Build Target | Name of the target to build. |
Staging Directory | The directory to which the packaged project will be copied. |
Full Rebuild | If enabled, a full rebuild will be enforced each time the project is being packaged. If disabled, only modified files will be built, which can improve iteration time. Unless you iterate on packaging, we recommend full rebuilds when packaging. |
For Distribution | If enabled, a distribution build will be created using the shipping configuration. If disabled, a development build will be created. Distribution builds are for publishing to the App Store. |
Include Debug Files in Shipping Builds | If enabled, debug files will be included in staged shipping builds. |
Prerequisites
Section | Description |
---|---|
Include Prerequisites Installer | Specifies whether to include an installer for prerequisites of packaged games, such as redistributable operating system components, on platforms that support it. |
Include App-Local Prerequisites | Specifies whether to include prerequisites alongside the game executable. |
App-Local Prerequisites Directory | A directory containing additional prerequisite packages that should be staged in the executable directory. Can be relative to either the |
Supported Platforms
Here, you can select the supported platforms for your project. Attempting to package, run, or cook your project on an unsupported platform will result in a warning.
You can choose one or more of the following options:
- All Platforms
- Android
- HoloLens
- IOS
- Linux
- LinuxARM64
- TVOS
- Windows
Target Hardware
Target Hardware
Section | Description |
---|---|
Optimize Project Settings for | Select the hardware class and a graphical level. You can choose from the following options:
|
Pending Changes
This section will show all pending changes to your project's settings.