bEnableAdvancedBinaryCompression

bEnableAdvancedBinaryCompression

#Overview

name: bEnableAdvancedBinaryCompression

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 1 C++ source file. Also referenced in 1 C# build file meaning it may affect the build system logic.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:3097, section: [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Android/AndroidRuntimeSettings/Classes/AndroidRuntimeSettings.h:320

Scope (from outer to inner):

file
class        class UAndroidRuntimeSettings : public UObject

Source code excerpt:

	// Generates Android binary with RELR and APS2 relocation tables when building for MinSDKVersion >= 28 or just APS2 when building for MinSDKVersion >= 23
	UPROPERTY(GlobalConfig, EditAnywhere, Category = "APK Packaging", Meta = (DisplayName = "Enable compression of relocation tables (and more). Depends on MinSDKVersion setting"))
	bool bEnableAdvancedBinaryCompression;

	// Enables generating AAB bundle
	UPROPERTY(GlobalConfig, EditAnywhere, Category = "App Bundles", Meta = (DisplayName = "Generate bundle (AAB)"))
	bool bEnableBundle;

	// Enables generating universal APK from bundle

#References in C# build files

This variable is referenced in the following C# build files:

Location: <Workspace>/Engine/Source/Programs/UnrealBuildTool/Platform/Android/AndroidToolChain.cs:279

			ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(ProjectFile), UnrealTargetPlatform.Android);
			bool bEnableAdvancedBinaryCompression = false;
			return Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bEnableAdvancedBinaryCompression", out bEnableAdvancedBinaryCompression) && bEnableAdvancedBinaryCompression;
		}

		private bool DisableStackProtector()
		{
			ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(ProjectFile), UnrealTargetPlatform.Android);
			bool bDisableStackProtector = false;