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32 lines
2.2 KiB
Plaintext
32 lines
2.2 KiB
Plaintext
Availability:Public
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Title:Configuring Unreal Build System
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Crumbs: %ROOT%, Programming, Programming/UnrealBuildSystem
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Description:Configuring Unreal Build System to control how the engine is built.
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Version: 4.5
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The Unreal Build System can be configured through the `BuildConfiguration.cs` to modify the build process to suit a variety of needs.
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## UnrealBuldTool Configuration Properties
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$ bStopXGECompilationAfterErrors : If _true_, compilation with XGE will stop when an error occurs.
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* Continuing compiling makes subsequent compiles much faster after you fix the odd error.
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* It lets you see compile errors in all files before quitting the build.
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* You can use **Ctrl + Break** to interrupt a failed build.
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$ bOmitPCDebugInfoInDevelopment : If _true_, debug info is not included when building in Development configuration.
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* Set to _false_ to always include debug info.
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* Including debug info slows down compiling, but gives you line numbers and stack info in Development builds.
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$ bUseUnityBuild : Set to _true_ when rebuilding the engine as a whole. This should be disabled when using fast iteration mode. See [Build Modes](#BuildModes) for more information.
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$ bEnableFastIteration : If _true_, compile and link times are dramatically decreased. This should be disabled when creating unity builds. See [Build Modes](#BuildModes) for more information.
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* Setting to _true_ gives fastest iteration times.
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* If you encounter weird "RPC" or "PDB" link errors, then you should set `bUseIncrementalLinking=false` in `ValidateConfiguration()`
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## Build Modes
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There are two build modes: **unity** and **fast iteration**. Unity is good for making changes that require rebuilding the whole engine e.g. changing an Engine header. Fast iteration is good when you are making localized changes - it gets your compile/link time down to less than 4 seconds. To change between the two, open `BuildConfiguration.cs` and find the lines:
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bEnableFastIteration = Utils.GetEnvironmentVariable( "ue.bEnableFastIteration", false );
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bUseUnityBuild = Utils.GetEnvironmentVariable("ue.bUseUnityBuild", true);
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This can be modified to force the one you want to be `true`. Unity is the default.
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