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@ikrima
Last active September 1, 2019 14:37
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Useful UBT flags/variables
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<BebylonBuildConfiguration>
<bBBLivePPEnabled>true</bBBLivePPEnabled> <!-- /* d=false */ -->
<bBBIGMemTraceEnabled>false</bBBIGMemTraceEnabled> <!-- /* d=false */ -->
<bBBMicroProfileEnabled>true</bBBMicroProfileEnabled> <!-- /* d=true */ -->
<bBBPythonEnabled>true</bBBPythonEnabled> <!-- /* d=true */ -->
<BBCompileAssertLevel>4</BBCompileAssertLevel>
<bBBExperimentalFeaturesEnabled>true</bBBExperimentalFeaturesEnabled> <!-- /* d=false */ -->
</BebylonBuildConfiguration>
<BuildConfiguration>
<!-- Game Debug or tools -->
<!-- <bUseMallocProfiler>true</bUseMallocProfiler> /* d=false */ -->
<!-- Debug -->
<!-- <bSupportEditAndContinue>false</bSupportEditAndContinue> /* d=false */ -->
<!--***<bOmitPCDebugInfoInDevelopment>true</bOmitPCDebugInfoInDevelopment> /* d=false */ -->
<!-- <bDisableDebugInfoForGeneratedCode>false</bDisableDebugInfoForGeneratedCode>--> <!-- /* d=true */ -->
<!-- <bAllowLTCG>false</bAllowLTCG> /* d=false */ -->
<!-- Build -->
<!-- <ProcessorCountMultiplier>1</ProcessorCountMultiplier> --> <!-- d=1 -->
<!--*** <MinFilesUsingPrecompiledHeaderOverride>1</MinFilesUsingPrecompiledHeaderOverride> /* d=0 */ -->
<!-- <bFasterWithoutUnity>true</bFasterWithoutUnity> /* d=false */ -->
<!--*** <bAllowRemotelyCompiledPCHs>true</bAllowRemotelyCompiledPCHs> /* d=false */ -->
<!-- <bUseIncrementalLinking>true</bUseIncrementalLinking> /* d=false */ -->
<!--*** <bUseFastPDBLinking>true</bUseFastPDBLinking> /* d=false */ -->
<!--*** <bAddFastPDBToProjects>true</bAddFastPDBToProjects> /* d=false */ -->
<!-- <bUseUBTMakefiles>true</bUseUBTMakefiles> /* d=true */ -->
<!-- <bUseIncludeDependencyResolveCache>true</bUseIncludeDependencyResolveCache> /* d=true */ -->
<!--*** <bUseUHTMakefiles>true</bUseUHTMakefiles> /* d=false */ -->
<!-- <bUsePCHFiles>true</bUsePCHFiles> /* d=true */ -->
<!-- This setting can be overridden by the bFasterWithoutUnity option in a module's Build.cs file. -->
<!-- <bAdaptiveUnityDisablesOptimizations>false</bAdaptiveUnityDisablesOptimizations>--> <!-- d=false -->
<!-- <bAdaptiveUnityDisablesPCH>false</bAdaptiveUnityDisablesPCH> --> <!-- d=false -->
<!-- <bUseUnityBuild>true</bUseUnityBuild> /* d=true */ -->
<!-- <bForceUnityBuild>false</bForceUnityBuild> /* d=false */ -->
<!-- <bUseAdaptiveUnityBuild>true</bUseAdaptiveUnityBuild> /* d=true */ -->
<!-- <bForcePrecompiledHeaderForGameModules>true</bForcePrecompiledHeaderForGameModules> /* d=true */ -->
<!-- Debug -->
<!-- <bPrintDebugInfo>true</bPrintDebugInfo> --> <!-- d=false -->
<!-- <bPrintPerformanceInfo>true</bPrintPerformanceInfo> --> <!-- d=false -->
<!-- <bLogDetailedActionStats>true</bLogDetailedActionStats> --> <!-- d=false -->
<!-- <bPrintToolChainTimingInfo>true</bPrintToolChainTimingInfo> --> <!-- d=false --> <!-- Passes /bt+ & /time+ -->
<!-- <bDebugBuildsActuallyUseDebugCRT>false</bDebugBuildsActuallyUseDebugCRT> /* d=false */ -->
<!-- <bStopXGECompilationAfterErrors>true</bStopXGECompilationAfterErrors> --> <!-- d=true -->
</BuildConfiguration>
<WindowsPlatform>
<!-- ***<bStrictConformanceMode>true</bStrictConformanceMode> -->
<!-- ***<StaticAnalyzer>VisualCpp</StaticAnalyzer> -->
<!-- ***<StaticAnalyzer>PVSStudio</StaticAnalyzer> -->
<Compiler>VisualStudio2017</Compiler>
</WindowsPlatform>
</Configuration>
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