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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UWorldPartitionSettings
Description
EDL Filters Multi product build optimization, where it is advantageous to cook EDLs on other machines for example, and where producing the map more than once is a waste and can lead to duplication in game packages. If this list is empty, EDLs are not filtered and we have a full cook. If there are paths in the list however, only these EDLs are cooked, excluding other EDLs not in the list, and most importantly excluding the base map
| Name | GetEDLCookFilters |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/WorldPartitionSettings.h |
| Include Path | #include "WorldPartition/WorldPartitionSettings.h" |
| Source | /Engine/Source/Runtime/Engine/Private/WorldPartition/WorldPartitionSettings.cpp |
static const TSet< FTopLevelAssetPath > & GetEDLCookFilters()