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]
- INI Section:
DistillSettings
- Raw value:
"Audio/*"
- Is Array:
True
Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:10, section: [DistillSettings]
- INI Section:
DistillSettings
- Raw value:
"Effects/*"
- Is Array:
True
Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:11, section: [DistillSettings]
- INI Section:
DistillSettings
- Raw value:
"Characters/*"
- Is Array:
True
Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:12, section: [DistillSettings]
- INI Section:
DistillSettings
- Raw value:
"Legal/*"
- Is Array:
True
Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:13, section: [DistillSettings]
- INI Section:
DistillSettings
- Raw value:
"Tools/*"
- Is Array:
True
Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:14, section: [DistillSettings]
- INI Section:
DistillSettings
- Raw value:
"UI/*"
- Is Array:
True
Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:15, section: [DistillSettings]
- INI Section:
DistillSettings
- Raw value:
"Weapons/*"
- Is Array:
True
Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:16, section: [DistillSettings]
- INI Section:
DistillSettings
- Raw value:
"Editor/*"
- Is Array:
True
#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