PackageCompressionMinBytesSaved
PackageCompressionMinBytesSaved
#Overview
name: PackageCompressionMinBytesSaved
The value of this variable can be defined or overridden in .ini config files. 2
.ini config files 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:101, section: [/Script/UnrealEd.ProjectPackagingSettings]
- INI Section:
/Script/UnrealEd.ProjectPackagingSettings
- Raw value:
1024
- Is Array:
False
Location: <Workspace>/Projects/Lyra/Config/DefaultGame.ini:112, section: [/Script/UnrealEd.ProjectPackagingSettings]
- INI Section:
/Script/UnrealEd.ProjectPackagingSettings
- Raw value:
1024
- 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:381
Scope: file
Source code excerpt:
* A generic setting which is used to determine whether it is worth using compression for a block of data when creating IoStore or .pak files.
* If the amount of saved bytes is smaller than the specified value, then the block of data remains uncompressed.
* The optimal value of this setting depends on the capabilities of the target platform. For instance PackageCompressionMinBytesSaved=1024
* Note that some compressors (for example Oodle) do their own internal worth it check and only use this value to determine the minimal size of a block which should be compressed.
*/
UPROPERTY(config, EditAnywhere, Category = Packaging, AdvancedDisplay, meta = (DisplayName = "Minimum amount of bytes which should be saved when compressing a block of data, otherwise data remains uncompressed"))
int32 PackageCompressionMinBytesSaved;
/**
* A generic setting which is used to determine whether it is worth using compression for a block of data when creating IoStore or .pak files.
* If the saved percentage of a compressed block of data is smaller than the specified value, then the block remains uncompressed.
* The optimal value of this setting depends on the capabilities of the target platform. For instance PackageCompressionMinPercentSaved=5
* Note that some compressors (for example Oodle) do their own internal worth it check and ignore this value.
*/
#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:3668
int CompressionMinBytesSaved = 0;
if (PlatformGameConfig.GetInt32("/Script/UnrealEd.ProjectPackagingSettings", "PackageCompressionMinBytesSaved", out CompressionMinBytesSaved))
{
if (CompressionMinBytesSaved > 0)
{
AdditionalArgs += String.Format(" -compressionMinBytesSaved={0}", CompressionMinBytesSaved);
}
}