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]

Location: <Workspace>/Projects/Lyra/Config/DefaultGame.ini:106, section: [/Script/UnrealEd.ProjectPackagingSettings]

#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)