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]

Location: <Workspace>/Projects/Lyra/Config/DefaultGame.ini:112, 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: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);
					}
				}