bEnableAdvertisingIdentifier
bEnableAdvertisingIdentifier
#Overview
name: bEnableAdvertisingIdentifier
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:3030, section: [/Script/IOSRuntimeSettings.IOSRuntimeSettings]
- INI Section:
/Script/IOSRuntimeSettings.IOSRuntimeSettings
- Raw value:
True
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/IOS/IOSRuntimeSettings/Classes/IOSRuntimeSettings.h:244
Scope (from outer to inner):
file
class class UIOSRuntimeSettings : public UObject
Source code excerpt:
// Enable Advertising Identified
UPROPERTY(GlobalConfig, EditAnywhere, Category = Build, meta = (DisplayName = "Enable Advertising Identified (IDFA)"))
bool bEnableAdvertisingIdentifier;
// Any additional linker flags to pass to the linker in non-shipping builds
UPROPERTY(GlobalConfig, EditAnywhere, Category = Build, meta = (DisplayName = "Additional Non-Shipping Linker Flags", ConfigHierarchyEditable))
FString AdditionalLinkerFlags;
// Any additional linker flags to pass to the linker in shipping builds
#References in C# build files
This variable is referenced in the following C# build files:
Location: <Workspace>/Engine/Source/Programs/UnrealBuildTool/Platform/IOS/UEBuildIOS.cs:332
/// true if IDFA are enabled
/// </summary>
[ConfigFile(ConfigHierarchyType.Engine, "/Script/IOSRuntimeSettings.IOSRuntimeSettings", "bEnableAdvertisingIdentifier")]
public readonly bool bEnableAdvertisingIdentifier = false;
/// <summary>
/// true when building for distribution
/// </summary>
[ConfigFile(ConfigHierarchyType.Game, "/Script/UnrealEd.ProjectPackagingSettings", "ForDistribution")]