bForceUseProjectCompressionFormatIgnoreHardwareOverride
bForceUseProjectCompressionFormatIgnoreHardwareOverride
#Overview
name: bForceUseProjectCompressionFormatIgnoreHardwareOverride
The value of this variable can be defined or overridden in .ini config files. 2
.ini config files referencing this setting variable.
It is referenced in 2
C++ source files. 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/BaseGame.ini:103, section: [/Script/UnrealEd.ProjectPackagingSettings]
- INI Section:
/Script/UnrealEd.ProjectPackagingSettings
- Raw value:
False
- Is Array:
False
Location: <Workspace>/Projects/Lyra/Config/DefaultGame.ini:106, section: [/Script/UnrealEd.ProjectPackagingSettings]
- INI Section:
/Script/UnrealEd.ProjectPackagingSettings
- Raw value:
False
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h:350
Scope (from outer to inner):
file
class class UProjectPackagingSettings : public UObject
Source code excerpt:
*/
UPROPERTY(config, EditAnywhere, Category=Packaging, AdvancedDisplay, meta=(DisplayName="Use this Compression Format not hardware override"))
bool bForceUseProjectCompressionFormatIgnoreHardwareOverride;
/**
* A generic setting for allowing a project to control compression settings during .pak file and iostore compression.
* For instance PackageAdditionalCompressionOptions=-compressionblocksize=1MB -asynccompression
*/
UPROPERTY(config, EditAnywhere, Category = Packaging, AdvancedDisplay, meta = (DisplayName = "Package Compression Commandline Options"))
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Commandlets/AssetRegistryGenerator.cpp:549
Scope (from outer to inner):
file
function bool FAssetRegistryGenerator::GenerateStreamingInstallManifest
Source code excerpt:
// use individual compression settings even if the platform package doesn't want compression.
// NOTE: If DDPI specifies a hardware compression setting of 'None', this won't work as expected because there will be no global compression settings to opt in to. In this case,
// set bForceUseProjectCompressionFormatIgnoreHardwareOverride=true and bCompressed=False in[/Script/UnrealEd.ProjectPackagingSettings],
// then setup whatever project compression settings you would like chunks to be able to opt in to.
TArray<FString> AllowPerChunkCompressionWildcards;
PlatformIniFile.GetArray(TEXT("/Script/UnrealEd.ProjectPackagingSettings"), TEXT("AllowPerChunkCompressionWildcard"), AllowPerChunkCompressionWildcards);
// generate per-chunk pak list files
FDefaultPakFileRules DefaultPakFileRules;
#References in C# build files
This variable is referenced in the following C# build files:
Location: <Workspace>/Engine/Source/Programs/AutomationTool/Scripts/CopyBuildToStagingDirectory.Automation.cs:2948
bool bForceUseProjectCompressionFormatIgnoreHardwareOverride = false;// do we want to override HW compression with project? if so, read it below
PlatformGameConfig.GetBool("/Script/UnrealEd.ProjectPackagingSettings", "bForceUseProjectCompressionFormatIgnoreHardwareOverride", out bForceUseProjectCompressionFormatIgnoreHardwareOverride);
string HardwareCompressionFormat = null;
if ( ! bForceUseProjectCompressionFormatIgnoreHardwareOverride )
{
DataDrivenPlatformInfo.ConfigDataDrivenPlatformInfo DDPI = DataDrivenPlatformInfo.GetDataDrivenInfoForPlatform(SC.StageTargetPlatform.IniPlatformType);
if (DDPI != null)