UProjectPackagingSettings

Implements the Editor's user settings.

Unreal Engine C++ API Reference > Developer > DeveloperToolSettings > Settings

Inheritance Hierarchy

References

   
Module DeveloperToolSettings
Header /Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Include #include "Settings/ProjectPackagingSettings.h"

Syntax

class UProjectPackagingSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)  

Remarks

Implements the Editor's user settings.

Variables

Type Name Description
FDirectoryPath ApplocalPrerequisitesDirectory A directory containing additional prerequisite packages that should be staged in the executable directory.
bool bBuildHttpChunkInstallData If enabled, will generate data for HTTP Chunk Installer.
bool bChunkHardReferencesOnly Normally during chunk generation all dependencies of a package in a chunk will be pulled into that package's chunk.
bool bCompressed Create compressed cooked packages (decreased deployment size)
bool bCookAll Cook all things in the project content directory
bool bCookMapsOnly Cook only maps (this only affects the cookall flag)
bool bDeterministicShaderCodeOrder With this option off, the shader code will be stored in the library essentially in a random order, squarely the same in which the assets were loaded by the cooker.
bool bForceOneChunkPerFile If true, individual files are only allowed to be in a single chunk and it will assign it to the lowest number requested If false, it may end up in multiple chunks if requested by the cooker
bool bForceUseProjectCompressionFormatIgnoreHardwareOverride Force use of PackageCompressionFormat (do not use override HardwareCompressionFormat from DDPI)
bool bGenerateChunks If enabled, will generate pak file chunks.
bool bGenerateNoChunks If enabled, no platform will generate chunks, regardless of settings in platform-specific ini files.
bool bMakeBinaryConfig If enabled, staging will make a binary config file for faster loading.
bool bPackageCompressionEnableDDC Specifies if DDC should be used to store and retrieve compressed data when creating IoStore containers.
bool bSharedMaterialNativeLibraries By default shader shader code gets saved into individual platform agnostic files, enabling this option will use the platform-specific library format if and only if one is available This will reduce overall package size but might increase loading time
bool bShareMaterialShaderCode By default shader code gets saved inline inside material assets, enabling this option will store only shader code once as individual files This will reduce overall package size but might increase loading time
bool bSkipEditorContent Don't include content in any editor folders when cooking.
bool bSkipMovies Don't include movies by default when staging/packaging Specific movies can be specified below, and this can be in a platform ini
EProjectPackagi... Build Specifies whether to build the game executable during packaging.
EProjectPackagi... BuildConfiguration The build configuration for which the project is packaged.
FString BuildTarget Name of the target to build
bool bUseIoStore If enabled, use .utoc/.ucas container files for staged/packaged package data instead of pak.
bool bUseZenStore If enabled, use Zen storage server for storing and fetching cooked data instead of using the local file system.
TArray< FString... CompressedChunkWildcard If set, only these specific pak files will be compressed.
TArray< FString... CulturesToStage Cultures whose data should be cooked, staged, and packaged.
TArray< FDirect... DirectoriesToAlwaysCook Directories containing .uasset files that should always be cooked regardless of whether they're referenced by anything in your project These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game
TArray< FDirect... DirectoriesToAlwaysStageAsNonUFS Directories containing files that should always be copied when packaging your project, but are not supposed to be part of the .pak file This is used to stage additional files that you manually load without using the UFS (Unreal File System) file IO API, eg, third-party libraries that perform their own internal file IO Note: These paths are relative to your project Content directory
TArray< FDirect... DirectoriesToAlwaysStageAsNonUFSServer Directories containing files that should always be copied when packaging your project for a dedicated server, but are not supposed to be part of the .pak file This is used to stage additional files that you manually load without using the UFS (Unreal File System) file IO API, eg, third-party libraries that perform their own internal file IO Note: These paths are relative to your project Content directory
TArray< FDirect... DirectoriesToAlwaysStageAsUFS Directories containing files that should always be added to the .pak file (if using a .pak file; otherwise they're copied as individual files) This is used to stage additional files that you manually load via the UFS (Unreal File System) file IO API Note: These paths are relative to your project Content directory
TArray< FDirect... DirectoriesToAlwaysStageAsUFSServer Directories containing files that should always be added to the .pak file for a dedicated server (if using a .pak file; otherwise they're copied as individual files) This is used to stage additional files that you manually load via the UFS (Unreal File System) file IO API Note: These paths are relative to your project Content directory
TArray< FDirect... DirectoriesToNeverCook Directories containing .uasset files that should never be cooked even if they are referenced by your project These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game
TArray< FProjec... EngineCustomBuilds A list of custom builds, specified in engine ini files, and not editable in editor, that will show up in the Platforms menu to allow customized builds for all projects
bool ForDistribution If enabled, a distribution build will be created and the shipping configuration will be used If disabled, a development build will be created Distribution builds are for publishing to the App Store
bool FullRebuild If enabled, a full rebuild will be enforced each time the project is being packaged.
FDirectoryPath HttpChunkInstallDataDirectory When "Build HTTP Chunk Install Data" is enabled this is the directory where the data will be build to.
FString HttpChunkInstallDataVersion Version name for HTTP Chunk Install Data.
bool IncludeAppLocalPrerequisites Specifies whether to include prerequisites alongside the game executable.
bool IncludeCrashReporter Specifies whether to include the crash reporter in the packaged project.
bool IncludeDebugFiles If enabled, debug files will be included in staged shipping builds.
bool IncludePrerequisites Specifies whether to include an installer for prerequisites of packaged games, such as redistributable operating system components, on platforms that support it.
TArray< FString... IniKeyDenylist List of ini file keys to strip when packaging
TArray< FString... IniSectionDenylist List of ini file sections to strip when packaging
EProjectPackagi... InternationalizationPreset Predefined sets of culture whose internationalization data should be packaged.
int32 LocalizationTargetCatchAllChunkId The chunk ID that should be used as the catch-all chunk for any non-asset localized strings
TArray< FString... LocalizationTargetsToChunk List of localization targets that should be chunked during cooking (if using chunks)
TArray< FFilePa... MapsToCook List of maps to include when no other map list is specified on commandline
int64 MaxChunkSize If > 0 this sets a maximum size per chunk.
TArray< FString... NonUFSMovies If SkipMovies is true, these specific movies will be copied when packaging your project, but are not supposed to be part of the .pak file This should be the name with no extension
FString PackageAdditionalCompressionOptions A generic setting for allowing a project to control compression settings during .pak file and iostore compression.
FString PackageCompressionFormat A comma separated list of formats to use for .pak file and IoStore compression.
int32 PackageCompressionLevel_DebugDevelopment For compressors with variable levels, select the compressor effort level, which makes packages smaller but takes more time to encode.
int32 PackageCompressionLevel_Distribution  
int32 PackageCompressionLevel_TestShipping  
FString PackageCompressionMethod For compressors with multiple methods, select one.
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.
int32 PackageCompressionMinPercentSaved 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.
int32 PackageCompressionMinSizeToConsiderDDC Specifies the minimum (uncompressed) size for storing a compressed IoStore chunk in DDC.
TArray< FProjec... ProjectCustomBuilds A list of custom builds that will show up in the Platforms menu to allow customized builds that make sense for your project.
TArray< FDirect... TestDirectoriesToNotSearch Directories containing .uasset files that are for editor testing purposes and should not be included in enumerations of all packages in a root directory, because they will cause errors on load These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game
TArray< FString... UFSMovies If SkipMovies is true, these specific movies will still be added to the .pak file (if using a .pak file; otherwise they're copied as individual files) This should be the name with no extension
bool UsePakFile If enabled, all content will be put into a one or more .pak files instead of many individual files (default = enabled).
EAssetRegistryW... WriteBackMetadataToAssetRegistry Whether to write staging metadata back to the asset registry.

Constructors

Type Name Description
  UProjectPackagingSettings ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
const FTarge... GetBuildTargetInfo () Gets the current build target, checking that it's valid, and the default build target if it is not
FString GetConfigPlatform ()  
TArray< EPro... GetValidPackageConfigurations () Gets a list of all valid packaging configurations for the current project
void LoadSettingsForPlatform ( FString PlatformName ) For non-default object instances, this will LoadConfig for a specific platform,

Overridden from UObject

Type Name Description
bool CanEditChange ( const FProperty* InProperty ) Called by the editor to query whether a property of this object is allowed to be modified.
const TCHAR ... GetConfigOverridePlatform () Returns the override config hierarchy platform (if NDAd platforms need defaults to not be in Base*.ini but still want editor to load them)
void OverrideConfigSection ( FString& InOutSectionName ) This class was moved from UnrealEd module, but to allow it to be used by developer tools, like UFE, it has moved to this module.
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally
void PostInitProperties () Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Classes

Type Name Description
Public struct FConfigurationInfo Information about each packaging configuration

Constants

Name Description
ConfigurationInfo Static array of information about each configuration

Deprecated Variables

Type Name Description
bool bEncryptIniFiles_DEPRECATED Encrypt ini files inside of the pak file NOTE: Replaced by the settings inside the cryptokeys system.
bool bEncryptPakIndex_DEPRECATED Encrypt the pak index NOTE: Replaced by the settings inside the cryptokeys system.
bool bExcludeMonolithicEngineHeadersInNativizedCode Blueprint Nativization has been removed as a supported feature. This setting is no longer exposed for editing and will eventually be removed.
bool bIncludeNativizedAssetsInProjectGeneration Blueprint Nativization has been removed as a supported feature. This setting is no longer exposed for editing and will eventually be removed.
EProjectPackagi... BlueprintNativizationMethod Blueprint Nativization has been removed as a supported feature. This setting is no longer exposed for editing and will eventually be removed.
TArray< FString... EarlyDownloaderPakFileFiles_DEPRECATED List of specific files to include with GenerateEarlyDownloaderPakFile
bool GenerateEarlyDownloaderPakFile_DEPRECATED Enable the early downloader pak file pakearly.txt This has been superseded by the functionality in DefaultPakFileRules.ini
TArray< FString... IniKeyBlacklist This property is no longer supported. Use IniKeyDenylist.
TArray< FString... IniSectionBlacklist This property is no longer supported. Use IniSectionDenylist.
TArray< FFilePa... NativizeBlueprintAssets Blueprint Nativization has been removed as a supported feature. This setting is no longer exposed for editing and will eventually be removed.

Deprecated Functions

Type Name Description
bool AddBlueprintAssetToNativizationList ( const UBlueprint* InBlueprint ) Blueprint Nativization has been removed as a supported feature. This API will eventually be removed.
bool IsBlueprintAssetInNativizationList ( const UBlueprint* InBlueprint ) Blueprint Nativization has been removed as a supported feature. This API will eventually be removed.
bool RemoveBlueprintAssetFromNativizationList ( const UBlueprint* InBlueprint ) Blueprint Nativization has been removed as a supported feature. This API will eventually be removed.

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