VirtualizationProcessTag

VirtualizationProcessTag

#Overview

name: VirtualizationProcessTag

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 5 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of VirtualizationProcessTag is to provide a tag that is applied to packages that have undergone the virtualization process in Unreal Engine 5. This tag is typically used to mark or identify packages that have been virtualized, often by appending it to the description of a changelist containing these packages.

This setting variable is primarily used by the Virtualization system in Unreal Engine 5. It is part of the FVirtualizationManager class, which is located in the Virtualization module.

The value of this variable is set in a few ways:

  1. It has a default value of TEXT("#virtualized") as seen in the constructor of FVirtualizationManager.
  2. It can be overridden by settings in configuration files, as demonstrated in the ApplySettingsFromConfigFiles function.

The VirtualizationProcessTag interacts with the virtualization result. If the virtualization process is successful and the tag is not empty, it is added to the DescriptionTags of the virtualization result.

Developers should be aware that:

  1. This tag can be customized or left empty based on project needs.
  2. It’s used to mark packages that have gone through the virtualization process, which can be useful for tracking or filtering purposes.

Best practices when using this variable include:

  1. Choose a meaningful and consistent tag if you decide to customize it.
  2. Consider the implications of leaving it empty, as this would mean virtualized packages won’t be specially marked.
  3. Use this tag in conjunction with your version control and content management workflows to easily identify virtualized content.
  4. Be consistent in your use of this tag across your project to maintain clarity in your development process.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:1470, section: [Core.VirtualizationModule]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Developer/Virtualization/Private/VirtualizationManager.cpp:536

Scope (from outer to inner):

file
namespace    UE::Virtualization
function     FVirtualizationManager::FVirtualizationManager

Source code excerpt:

	, MinPayloadLength(0)
	, BackendGraphName(TEXT("ContentVirtualizationBackendGraph_None"))
	, VirtualizationProcessTag(TEXT("#virtualized"))
	, FilteringMode(EPackageFilterMode::OptOut)
	, bFilterMapContent(true)
	, bAllowSubmitIfVirtualizationFailed(false)
	, bLazyInitConnections(false)
	, bUseLegacyErrorHandling(true)
	, bForceCachingOnPull(false)

#Loc: <Workspace>/Engine/Source/Developer/Virtualization/Private/VirtualizationManager.cpp:949

Scope (from outer to inner):

file
namespace    UE::Virtualization
function     FVirtualizationResult FVirtualizationManager::TryVirtualizePackages

Source code excerpt:

		UE::Virtualization::VirtualizePackages(SanitizedPaths, Options, Result);

		if (Result.WasSuccessful() && !VirtualizationProcessTag.IsEmpty())
		{
			Result.DescriptionTags.Add(FText::FromString(VirtualizationProcessTag));
		}
	}

	return Result;
}

#Loc: <Workspace>/Engine/Source/Developer/Virtualization/Private/VirtualizationManager.cpp:1130

Scope (from outer to inner):

file
namespace    UE::Virtualization
function     void FVirtualizationManager::ApplySettingsFromConfigFiles

Source code excerpt:


	{
		ConfigFile.GetString(ConfigSection, TEXT("VirtualizationProcessTag"), VirtualizationProcessTag);
		UE_LOG(LogVirtualization, Display, TEXT("\tVirtualizationProcessTag : %s"), *VirtualizationProcessTag);
	}

	{
		FString FilterModeString;
		if (ConfigFile.GetString(LegacyConfigSection, TEXT("FilterMode"), FilterModeString) ||
			ConfigFile.GetString(ConfigSection, TEXT("FilterMode"), FilterModeString))

#Loc: <Workspace>/Engine/Source/Developer/Virtualization/Private/VirtualizationManager.h:103

Scope: file

Source code excerpt:

												disables the system. It is expected that a project will define the graph that it wants
												and then set this option [Default=ContentVirtualizationBackendGraph_None]
 * VirtualizationProcessTag [string]:			The tag to be applied to any set of packages that have had  the virtualization process run
 *												on them. Typically this means appending the tag to the description of a changelist of 
 *												packages. This value can be set to an empty string. [Default="#virtualized"]
 * AllowSubmitIfVirtualizationFailed [bool]:	Revision control submits that trigger the virtualization system can either allow or block
 *												the submit if the virtualization process fails based on this value. True will allow a
 *												submit with an error to continue and false will block the submit. Note that by error we mean
 *												that the packages were not virtualized, not that bad data was produced. [Default=false]
 * LazyInitConnections [bool]:					When true, backends will not attempt to connect to their services until actually required.
 *												This can remove lengthy connection steps from the process init phase and then only connect
 *												if we actually need that service. Note that if this is true then the connection can come from
 *												any thread, so custom backend code will need to take that into account. [Default=false]
 * DisableLazyInitIfInteractive [bool]			When true 'LazyInitConnections' will be forced to false if slate is enabled. This exists because
 *												some backends can show slate dialogs when their initial connection fails to prompt for the 
 *												correct login values. When 'LazyInitConnections' is true, this request can come on any thread and
 *												trying to marshal the slate request to the gamethread can often introduce thread locks. Setting
 *												both this and 'LazyInitConnections' to true will allow tools that do not use slate to initialize
 *												the VA connections on use, but force tools that can display the slate dialog to initialized 
 *												during preinit on the game thread so that the dialog can be shown. Note that this only overrides
												the setting of 'LazyInitConnections' via the config file, not cvar, cmdline or code [Default=false]
 * UseLegacyErrorHandling [bool]:				Controls how we deal with errors encountered when pulling payloads. When true a failed payload 
 *												pull will return an error and allow the process to carry on (the original error handling logic)
 *												and when false a dialog will be displayed to the user warning them about the failed pull and 
 *												prompting them to retry the pull or to quit the process. [Default=true]
 * PullErrorAdditionalMsg [string]				An additional message that will be added to the error dialog presented on payload pull failure.
 *												This allows you to add custom information, such as links to internal help docs without editing
 *												code. Note that this additional message only works with the error dialog and will do nothing
 *												if 'UseLegacyErrorHandling' is true. [Default=""]
 * ForceCachingOnPull [bool]:					When true backends will be told to always upload the payload when a caching as a result of 
 *												a payload pull as in this scenario we already know that the backend failed to pull the payload
 *												before it was pulled from a backend later in the hierarchy. Can be used to try and skip
 *												expensive existence checks, or if a backend is in a bad state where it believes it has the payload
 *												but is unable to actually return the data. [Default=false]
 * UnattendedRetryCount [int32]:				How many times the process should retry pulling payloads after a failure is encountered if the
												process is unattended. Usually when a payload pull fails we ask the user to try and fix the issue
												and retry, but in unattended mode we just log an error and terminate the process. In some cases
												such as build machines with unreliable internet it is possible that the process could recover in
												which case setting this value might help. Zero or negative values will disable the system. 
												Note: If many pulls are occurring at the same time on many threads a very short network outage might
												spawn many errors in which case we try to group these errors into a single 'try' so 32 errors on 32
												threads would not immediately blow past a retry count of 30 for example. [Default=0]
 * UnattendedRetryTimer [int32]					If 'UnattendedRetryCount' is set to a positive value then this value sets how long (in seconds)
 *												the process should wait after a failure is encountered before retrying the pull. Depending on the
												likely cause of the failure you may want to set this value to several minutes. [Default=0]
 */

namespace UE::Virtualization
{
class FPullRequestCollection;

/** The default mode of filtering to use with package paths that do not match entries in UVirtualizationFilterSettings */
enum class EPackageFilterMode : uint8
{
	/** Packages will be virtualized by default and must be opted out by the use of UVirtualizationFilterSettings::ExcludePackagePaths */
	OptOut = 0,
	/** Packages will not be virtualized by default and must be opted in by the user of UVirtualizationFilterSettings::IncludePackagePaths */
	OptIn
};

/** Attempt to convert a string buffer to EPackageFilterMode */
bool LexTryParseString(EPackageFilterMode& OutValue, FStringView Buffer);

/** This is used as a wrapper around the various potential back end implementations. 
	The calling code shouldn't need to care about which back ends are actually in use. */
class FVirtualizationManager final : public IVirtualizationSystem
{
public:
	using FRegistedFactories = TMap<FName, IVirtualizationBackendFactory*>;

#Loc: <Workspace>/Engine/Source/Developer/Virtualization/Private/VirtualizationManager.h:320

Scope (from outer to inner):

file
namespace    UE::Virtualization
class        class FVirtualizationManager final : public IVirtualizationSystem

Source code excerpt:


	/** The tag that will be returned when the virtualization process has run, commonly used to post fix changelist descriptions */
	FString VirtualizationProcessTag;

	/** The default filtering mode to apply if a payload is not matched with an option in UVirtualizationFilterSettings */
	EPackageFilterMode FilteringMode;

	/** Should payloads in .umap files (or associated _BuildData files) be filtered out and never virtualized */
	bool bFilterMapContent;