bPakUsesSecondaryOrder

bPakUsesSecondaryOrder

#Overview

name: bPakUsesSecondaryOrder

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/BaseGame.ini:115, section: [/Script/UnrealEd.ProjectPackagingSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Commandlets/AssetRegistryGenerator.cpp:417

Scope (from outer to inner):

file
function     bool FAssetRegistryGenerator::GenerateStreamingInstallManifest

Source code excerpt:

	{
		PlatformIniFile.GetBool(TEXT("/Script/UnrealEd.ProjectPackagingSettings"), TEXT("bEnableAssetRegistryGameOpenOrderSort"), bEnableGameOpenOrderSort);
		PlatformIniFile.GetBool(TEXT("/Script/UnrealEd.ProjectPackagingSettings"), TEXT("bPakUsesSecondaryOrder"), bUseSecondaryOpenOrder);
		PlatformIniFile.GetArray(TEXT("/Script/UnrealEd.ProjectPackagingSettings"), TEXT("PakOrderFileSpecs"), OrderFileSpecStrings);
	}

	// if a game open order can be found then use that to sort the filenames
	FPakOrderMap OrderMap;
	bool bHaveGameOpenOrder = false;

#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:3300

			// Check second order 
			bool bUseSecondaryOrder = false;
			PlatformGameConfig.GetBool("/Script/UnrealEd.ProjectPackagingSettings", "bPakUsesSecondaryOrder", out bUseSecondaryOrder);

			if (bShouldCreateIoStoreContainerFiles)
			{
				bUseSecondaryOrder = false;
			}