TargetArchitecture
TargetArchitecture
#Overview
name: TargetArchitecture
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 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/BaseEngine.ini:3176, section: [/Script/MacTargetPlatform.MacTargetSettings]
- INI Section:
/Script/MacTargetPlatform.MacTargetSettings
- Raw value:
MacTargetArchitectureUniversal
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Developer/Mac/MacTargetPlatform/Classes/MacTargetSettings.h:75
Scope (from outer to inner):
file
class class UMacTargetSettings : public UObject
Source code excerpt:
*/
UPROPERTY(EditAnywhere, config, Category=Packaging, meta = (DisplayName = "Supported Architecture(s) for non-Editor builds"))
EMacTargetArchitecture TargetArchitecture;
/**
* The architecture to compile the Editor target
* This defines which CPU architectures to target: x86_64 (Intel), arm64 (Apple Silicon) or Universal (Intel & Apple Silicon), or Host to match the machine doing the building
* Can override with -Architecture= on the UBT commandline, or -EditorArchitecture= on the BuildCookRun commandline
*/
#References in C# build files
This variable is referenced in the following C# build files:
Location: <Workspace>/Engine/Source/Programs/AutomationTool/Mac/MacPlatform.Automation.cs:33
if (ProjParams.EngineConfigs.TryGetValue(PlatformType, out PlatformEngineConfig))
{
PlatformEngineConfig.GetString("/Script/MacTargetPlatform.MacTargetSettings", "TargetArchitecture", out ConfigTargetArchicture);
if (ConfigTargetArchicture.ToLower().Contains("intel"))
{
ProjectTargetArchitectures = new UnrealArchitectures(UnrealArch.X64);
}
else if (ConfigTargetArchicture.ToLower().Contains("apple"))