FilesToAlwaysDistill

FilesToAlwaysDistill

#Overview

name: FilesToAlwaysDistill

The value of this variable can be defined or overridden in .ini config files. 8 .ini config files referencing this setting variable.

It is referenced in 1 C++ source file.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:9, section: [DistillSettings]

Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:10, section: [DistillSettings]

Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:11, section: [DistillSettings]

Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:12, section: [DistillSettings]

Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:13, section: [DistillSettings]

Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:14, section: [DistillSettings]

Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:15, section: [DistillSettings]

Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:16, section: [DistillSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Commandlets/GenerateDistillFileSetsCommandlet.cpp:353

Scope (from outer to inner):

file
function     int32 UGenerateDistillFileSetsCommandlet::Main

Source code excerpt:

	// Add additional files marked for distillation
	TArray<FString> AdditionalFilesToDistill;
	GConfig->GetArray(TEXT("DistillSettings"), TEXT("FilesToAlwaysDistill"), AdditionalFilesToDistill, GEngineIni);

	const FString AbsoluteGameContentDir = FPaths::ConvertRelativePathToFull(FPaths::ProjectContentDir());
	TArray<FString> AdditionalFilesToDistillFullPath;
	for (const FString& File : AdditionalFilesToDistill)
	{
		//Only support path relative to content directory