Files
UnrealEngineUWP/Engine/Programs/ChaosVisualDebugger/Config/DefaultGame.ini
sergio gardeazabal 915d52e8d4 [ChaosVD] Initial Implementation of CVD as a standalone program
Now CVD can be built as an unreal program (in addition to being an editor tool).


#jira UE-191890
#rb Benn.Gallagher

[CL 32844991 by sergio gardeazabal in ue5-main branch]
2024-04-09 19:24:14 -04:00

29 lines
1.2 KiB
INI

[/Script/UnrealEd.ProjectPackagingSettings]
bUseZenStore=false
[Staging]
+DisallowedLocalizationTargets=Engine
[CookedEditorSettings]
bSupportCookedEditor=true
CookedEditorTargetName=ChaosVisualDebugger
bStageUAT=false
bStageShaderDirs=true
bStagePlatformBuildDirs=false
bStageExtrasDirs=false
bStagePlatformDirs=false
bIsForExternalDistribution=true
MapMode=None
+EngineExtraStageFiles=(Path="Plugins/ChaosVD/Resources", Recursive=false, NonUFS=true)
+EngineExtraStageFiles=(Path="Content/Splash", Recursive=false, NonUFS=true)
; remove everything in Platforms, except and Config files that aren't in Restricted, and shaders
+FinalStripFiles=(Filter="/Platforms/", Exceptions="(Engine)/Platforms/.*/Config || /Shaders/ || Android\.Automation || /XB1ZLib/")
+FinalStripFiles=(Filter="Engine/Extras")
; this will remove all of the compiled UAT script dlls, except for some ones that had their own subdirectories when built, that we need to keep
+FinalStripFiles=(Filter="AutomationTool/AutomationScripts/", Exceptions="/(BuildGraph|BuildPatchTool|ContentWorker|Scripts|Android)/")
; Always cook the control rig standard function library
+EngineSpecificAssetsToCook="/ControlRig/StandardFunctionLibrary/StandardFunctionLibrary.uasset"