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]

#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)
         {