IncludeDebugFiles
IncludeDebugFiles
#Overview
name: IncludeDebugFiles
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 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Projects/Lyra/Config/DefaultGame.ini:90, 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:235
Scope (from outer to inner):
file
class class UProjectPackagingSettings : public UObject
Source code excerpt:
/** If enabled, debug files will be included in staged shipping builds. */
UPROPERTY(config, EditAnywhere, Category=Project, meta = (DisplayName = "Include Debug Files in Shipping Builds"))
bool IncludeDebugFiles;
/** If enabled, then the project's Blueprint assets (including structs and enums) will be intermediately converted into C++ and used in the packaged project (in place of the .uasset files).*/
UE_DEPRECATED(5.0, "Blueprint Nativization has been removed as a supported feature. This setting is no longer exposed for editing and will eventually be removed.")
UPROPERTY(config)
EProjectPackagingBlueprintNativizationMethod BlueprintNativizationMethod;
#Loc: <Workspace>/Engine/Source/Editor/TurnkeySupport/Private/TurnkeySupportModule.cpp:512
Scope (from outer to inner):
file
class class FTurnkeySupportCallbacks
function static void CookOrPackage
Source code excerpt:
}
if (ConfigurationInfo.Configuration == EBuildConfiguration::Shipping && !PackagingSettings->IncludeDebugFiles)
{
BuildCookRunParams += TEXT(" -nodebuginfo");
}
}
else if (Mode == EPrepareContentMode::PrepareForDebugging)
{