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]

#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"))