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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]
29 lines
1.2 KiB
INI
29 lines
1.2 KiB
INI
[/Script/UnrealEd.ProjectPackagingSettings]
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bUseZenStore=false
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[Staging]
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+DisallowedLocalizationTargets=Engine
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[CookedEditorSettings]
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bSupportCookedEditor=true
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CookedEditorTargetName=ChaosVisualDebugger
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bStageUAT=false
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bStageShaderDirs=true
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bStagePlatformBuildDirs=false
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bStageExtrasDirs=false
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bStagePlatformDirs=false
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bIsForExternalDistribution=true
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MapMode=None
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+EngineExtraStageFiles=(Path="Plugins/ChaosVD/Resources", Recursive=false, NonUFS=true)
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+EngineExtraStageFiles=(Path="Content/Splash", Recursive=false, NonUFS=true)
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; remove everything in Platforms, except and Config files that aren't in Restricted, and shaders
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+FinalStripFiles=(Filter="/Platforms/", Exceptions="(Engine)/Platforms/.*/Config || /Shaders/ || Android\.Automation || /XB1ZLib/")
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+FinalStripFiles=(Filter="Engine/Extras")
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; 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
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+FinalStripFiles=(Filter="AutomationTool/AutomationScripts/", Exceptions="/(BuildGraph|BuildPatchTool|ContentWorker|Scripts|Android)/")
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; Always cook the control rig standard function library
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+EngineSpecificAssetsToCook="/ControlRig/StandardFunctionLibrary/StandardFunctionLibrary.uasset"
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