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Build.h File Reference
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Macros

#define UE_BUILD_SHIPPING   1
 
#define IS_MONOLITHIC   0
 
#define IS_PROGRAM   1
 
#define WITH_EDITOR   0
 
#define WITH_ENGINE   0
 
#define WITH_PLUGIN_SUPPORT   0
 
#define WITH_UNREAL_DEVELOPER_TOOLS   0
 
#define UE_BUILD_DEBUG   0
 
#define UE_BUILD_DEVELOPMENT   0
 
#define UE_BUILD_TEST   0
 
#define UE_GAME   0
 
#define UE_EDITOR   0
 
#define UE_BUILD_SHIPPING_WITH_EDITOR   0
 
#define UE_BUILD_DOCS   0
 
#define UE_SERVER   0
 
#define FINAL_RELEASE_DEBUGCONSOLE   (#)
 
#define FINAL_RELEASE   (#)
 
#define SHIPPING_PC_GAME   (#)
 
#define UE_BUILD_FINAL_RELEASE   (#)
 
#define WITH_UNREAL_TARGET_DEVELOPER_TOOLS   WITH_UNREAL_DEVELOPER_TOOLS
 
#define WITH_ACCESSIBILITY   1
 
#define WITH_PERFCOUNTERS   0
 
#define ENABLE_PGO_PROFILE   0
 
#define WITH_AUTOMATION_WORKER   !UE_BUILD_SHIPPING
 
#define WITH_HOT_RELOAD   (!IS_MONOLITHIC && !UE_BUILD_SHIPPING && !UE_BUILD_TEST && !UE_GAME && !UE_SERVER)
 
#define WITH_LIVE_CODING   0
 
#define WITH_RELOAD   (WITH_HOT_RELOAD || WITH_LIVE_CODING)
 
#define WITH_TEXT_ARCHIVE_SUPPORT   WITH_EDITORONLY_DATA
 
#define CHECK_PUREVIRTUALS   0
 
#define USE_NULL_RHI   0
 
#define USE_LOGGING_IN_SHIPPING   0
 
#define USE_CHECKS_IN_SHIPPING   0
 
#define USE_ENSURES_IN_SHIPPING   USE_CHECKS_IN_SHIPPING
 
#define ALLOW_CONSOLE_IN_SHIPPING   0
 
#define FORCE_USE_STATS   0
 
#define ENABLE_STATNAMEDEVENTS   0
 
#define ENABLE_STATNAMEDEVENTS_UOBJECT   0
 
#define DO_GUARD_SLOW   0
 
#define DO_CHECK   USE_CHECKS_IN_SHIPPING
 
#define DO_ENSURE   USE_ENSURES_IN_SHIPPING
 
#define STATS   (FORCE_USE_STATS && !ENABLE_STATNAMEDEVENTS)
 
#define ALLOW_DEBUG_FILES   WITH_EDITOR
 
#define ALLOW_CONSOLE   ALLOW_CONSOLE_IN_SHIPPING
 
#define NO_LOGGING   !USE_LOGGING_IN_SHIPPING
 
#define LOOKING_FOR_PERF_ISSUES   (0 && !(UE_BUILD_SHIPPING))
 
#define USE_NETWORK_PROFILER   !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
 
#define USE_UBER_GRAPH_PERSISTENT_FRAME   1
 
#define VALIDATE_UBER_GRAPH_PERSISTENT_FRAME   (!(UE_BUILD_SHIPPING || UE_BUILD_TEST)) && USE_UBER_GRAPH_PERSISTENT_FRAME
 
#define UE_BLUEPRINT_EVENTGRAPH_FASTCALLS   1
 
#define USE_SERVER_PERF_COUNTERS   ((UE_SERVER || UE_EDITOR) && WITH_PERFCOUNTERS)
 
#define USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING   1
 
#define USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS   (USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING && 0)
 
#define ALLOW_PROFILEGPU_IN_TEST   0
 
#define ALLOW_PROFILEGPU_IN_SHIPPING   0
 
#define WITH_PROFILEGPU   (!(UE_BUILD_SHIPPING || UE_BUILD_TEST) || (UE_BUILD_TEST && ALLOW_PROFILEGPU_IN_TEST) || (UE_BUILD_SHIPPING && ALLOW_PROFILEGPU_IN_SHIPPING))
 
#define ALLOW_DUMPGPU_IN_TEST   1
 
#define ALLOW_DUMPGPU_IN_SHIPPING   0
 
#define WITH_DUMPGPU   (!(UE_BUILD_SHIPPING || UE_BUILD_TEST) || (UE_BUILD_TEST && ALLOW_DUMPGPU_IN_TEST) || (UE_BUILD_SHIPPING && ALLOW_DUMPGPU_IN_SHIPPING))
 
#define ALLOW_CHEAT_CVARS_IN_TEST   1
 
#define DISABLE_CHEAT_CVARS   (UE_BUILD_SHIPPING || (UE_BUILD_TEST && !ALLOW_CHEAT_CVARS_IN_TEST))
 
#define ALLOW_HANG_DETECTION   1
 
#define USE_HANG_DETECTION   (ALLOW_HANG_DETECTION && !WITH_EDITORONLY_DATA && !IS_PROGRAM && !UE_BUILD_DEBUG && !ENABLE_PGO_PROFILE)
 
#define ALLOW_HITCH_DETECTION   0
 
#define AGGRESSIVE_MEMORY_SAVING   0
 
#define USE_PER_MODULE_UOBJECT_BOOTSTRAP   0
 
#define USE_HITCH_DETECTION   (ALLOW_HITCH_DETECTION && !WITH_EDITORONLY_DATA && !IS_PROGRAM && !UE_BUILD_DEBUG)
 
#define PRESERVE_LOG_BACKUPS_IN_SHIPPING   1
 
#define ENABLE_RHI_VALIDATION   (UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT)
 
#define GET_DEVICE_ID_UNAVAILABLE   0
 
#define UE_IS_COOKED_EDITOR   0
 
#define WITH_IOSTORE_IN_EDITOR   UE_IS_COOKED_EDITOR
 
#define UE_FORCE_USE_IOSTORE   0
 
#define UE_FORCE_USE_PAKS   0
 
#define UE_WITH_IRIS   0
 
#define PRELOAD_BINARY_CONFIG   1
 
#define WITH_COTF   ((WITH_ENGINE) && !(IS_PROGRAM || UE_BUILD_SHIPPING))
 
#define ALLOW_OTHER_PLATFORM_CONFIG   WITH_UNREAL_DEVELOPER_TOOLS
 
#define WITH_PROCESS_PRIORITY_CONTROL   0
 

Macro Definition Documentation

◆ AGGRESSIVE_MEMORY_SAVING

#define AGGRESSIVE_MEMORY_SAVING   0

Definition at line 413 of file Build.h.

◆ ALLOW_CHEAT_CVARS_IN_TEST

#define ALLOW_CHEAT_CVARS_IN_TEST   1

Definition at line 395 of file Build.h.

◆ ALLOW_CONSOLE

#define ALLOW_CONSOLE   ALLOW_CONSOLE_IN_SHIPPING

Definition at line 323 of file Build.h.

◆ ALLOW_CONSOLE_IN_SHIPPING

#define ALLOW_CONSOLE_IN_SHIPPING   0

Definition at line 208 of file Build.h.

◆ ALLOW_DEBUG_FILES

#define ALLOW_DEBUG_FILES   WITH_EDITOR

Definition at line 320 of file Build.h.

◆ ALLOW_DUMPGPU_IN_SHIPPING

#define ALLOW_DUMPGPU_IN_SHIPPING   0

Definition at line 388 of file Build.h.

◆ ALLOW_DUMPGPU_IN_TEST

#define ALLOW_DUMPGPU_IN_TEST   1

Definition at line 384 of file Build.h.

◆ ALLOW_HANG_DETECTION

#define ALLOW_HANG_DETECTION   1

Definition at line 402 of file Build.h.

◆ ALLOW_HITCH_DETECTION

#define ALLOW_HITCH_DETECTION   0

Definition at line 408 of file Build.h.

◆ ALLOW_OTHER_PLATFORM_CONFIG

#define ALLOW_OTHER_PLATFORM_CONFIG   WITH_UNREAL_DEVELOPER_TOOLS

Definition at line 479 of file Build.h.

◆ ALLOW_PROFILEGPU_IN_SHIPPING

#define ALLOW_PROFILEGPU_IN_SHIPPING   0

Definition at line 377 of file Build.h.

◆ ALLOW_PROFILEGPU_IN_TEST

#define ALLOW_PROFILEGPU_IN_TEST   0

Definition at line 373 of file Build.h.

◆ CHECK_PUREVIRTUALS

#define CHECK_PUREVIRTUALS   0

Checks to see if pure virtual has actually been implemented, this is normally run as a CIS process and is set (indirectly) by UBT

See also
Core.h
ObjectMacros.h

Definition at line 185 of file Build.h.

◆ DISABLE_CHEAT_CVARS

#define DISABLE_CHEAT_CVARS   (UE_BUILD_SHIPPING || (UE_BUILD_TEST && !ALLOW_CHEAT_CVARS_IN_TEST))

Definition at line 398 of file Build.h.

◆ DO_CHECK

Definition at line 311 of file Build.h.

◆ DO_ENSURE

Definition at line 314 of file Build.h.

◆ DO_GUARD_SLOW

#define DO_GUARD_SLOW   0

Definition at line 308 of file Build.h.

◆ ENABLE_PGO_PROFILE

#define ENABLE_PGO_PROFILE   0

Whether we are compiling a PGO instrumented build.

Definition at line 121 of file Build.h.

◆ ENABLE_RHI_VALIDATION

#define ENABLE_RHI_VALIDATION   (UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT)

Definition at line 430 of file Build.h.

◆ ENABLE_STATNAMEDEVENTS

#define ENABLE_STATNAMEDEVENTS   0

Optionally enable support for named events from the stat macros without the stat system overhead This will attempt to disable regular stats system and use named events instead

Definition at line 221 of file Build.h.

◆ ENABLE_STATNAMEDEVENTS_UOBJECT

#define ENABLE_STATNAMEDEVENTS_UOBJECT   0

Definition at line 225 of file Build.h.

◆ FINAL_RELEASE

#define FINAL_RELEASE   (#)

Definition at line 58 of file Build.h.

◆ FINAL_RELEASE_DEBUGCONSOLE

#define FINAL_RELEASE_DEBUGCONSOLE   (#)

Definition at line 57 of file Build.h.

◆ FORCE_USE_STATS

#define FORCE_USE_STATS   0

Compile flag to force stats to be compiled

Definition at line 213 of file Build.h.

◆ GET_DEVICE_ID_UNAVAILABLE

#define GET_DEVICE_ID_UNAVAILABLE   0

Definition at line 440 of file Build.h.

◆ IS_MONOLITHIC

#define IS_MONOLITHIC   0

Definition at line 5 of file Build.h.

◆ IS_PROGRAM

#define IS_PROGRAM   1

Definition at line 6 of file Build.h.

◆ LOOKING_FOR_PERF_ISSUES

#define LOOKING_FOR_PERF_ISSUES   (0 && !(UE_BUILD_SHIPPING))

This is a global setting which will turn on logging / checks for things which are considered especially bad for consoles. Some of the checks are probably useful for PCs also.

Throughout the code base there are specific things which dramatically affect performance and/or are good indicators that something is wrong with the content. These have PERF_ISSUE_FINDER in the comment near the define to turn the individual checks on.

e.g. #if defined(PERF_LOG_DYNAMIC_LOAD_OBJECT) || LOOKING_FOR_PERF_ISSUES

If one only cares about DLO, then one can enable the PERF_LOG_DYNAMIC_LOAD_OBJECT define. Or one can globally turn on all PERF_ISSUE_FINDERS :-)

Definition at line 348 of file Build.h.

◆ NO_LOGGING

#define NO_LOGGING   !USE_LOGGING_IN_SHIPPING

Definition at line 326 of file Build.h.

◆ PRELOAD_BINARY_CONFIG

#define PRELOAD_BINARY_CONFIG   1

Definition at line 471 of file Build.h.

◆ PRESERVE_LOG_BACKUPS_IN_SHIPPING

#define PRESERVE_LOG_BACKUPS_IN_SHIPPING   1

Definition at line 426 of file Build.h.

◆ SHIPPING_PC_GAME

#define SHIPPING_PC_GAME   (#)

Definition at line 59 of file Build.h.

◆ STATS

Definition at line 317 of file Build.h.

◆ UE_BLUEPRINT_EVENTGRAPH_FASTCALLS

#define UE_BLUEPRINT_EVENTGRAPH_FASTCALLS   1

Enable fast calls for event thunks into an event graph that have no parameters

Definition at line 363 of file Build.h.

◆ UE_BUILD_DEBUG

#define UE_BUILD_DEBUG   0

Definition at line 17 of file Build.h.

◆ UE_BUILD_DEVELOPMENT

#define UE_BUILD_DEVELOPMENT   0

Definition at line 20 of file Build.h.

◆ UE_BUILD_DOCS

#define UE_BUILD_DOCS   0

Definition at line 38 of file Build.h.

◆ UE_BUILD_FINAL_RELEASE

#define UE_BUILD_FINAL_RELEASE   (#)

Definition at line 60 of file Build.h.

◆ UE_BUILD_SHIPPING

#define UE_BUILD_SHIPPING   1

Definition at line 4 of file Build.h.

◆ UE_BUILD_SHIPPING_WITH_EDITOR

#define UE_BUILD_SHIPPING_WITH_EDITOR   0

Definition at line 35 of file Build.h.

◆ UE_BUILD_TEST

#define UE_BUILD_TEST   0

Definition at line 23 of file Build.h.

◆ UE_EDITOR

#define UE_EDITOR   0

Definition at line 32 of file Build.h.

◆ UE_FORCE_USE_IOSTORE

#define UE_FORCE_USE_IOSTORE   0

Definition at line 455 of file Build.h.

◆ UE_FORCE_USE_PAKS

#define UE_FORCE_USE_PAKS   0

Definition at line 460 of file Build.h.

◆ UE_GAME

#define UE_GAME   0

Definition at line 29 of file Build.h.

◆ UE_IS_COOKED_EDITOR

#define UE_IS_COOKED_EDITOR   0

Definition at line 445 of file Build.h.

◆ UE_SERVER

#define UE_SERVER   0

Whether compiling for dedicated server or not.

Definition at line 45 of file Build.h.

◆ UE_WITH_IRIS

#define UE_WITH_IRIS   0

Definition at line 466 of file Build.h.

◆ USE_CHECKS_IN_SHIPPING

#define USE_CHECKS_IN_SHIPPING   0

Definition at line 199 of file Build.h.

◆ USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING

#define USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING   1

Definition at line 368 of file Build.h.

◆ USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS

#define USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS   (USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING && 0)

Definition at line 369 of file Build.h.

◆ USE_ENSURES_IN_SHIPPING

#define USE_ENSURES_IN_SHIPPING   USE_CHECKS_IN_SHIPPING

If not defined follow the CHECK behavior since previously ensures were compiled in with checks

Definition at line 204 of file Build.h.

◆ USE_HANG_DETECTION

Definition at line 404 of file Build.h.

◆ USE_HITCH_DETECTION

Definition at line 421 of file Build.h.

◆ USE_LOGGING_IN_SHIPPING

#define USE_LOGGING_IN_SHIPPING   0

If not specified, disable logging in shipping

Definition at line 195 of file Build.h.

◆ USE_NETWORK_PROFILER

#define USE_NETWORK_PROFILER   !(UE_BUILD_SHIPPING || UE_BUILD_TEST)

Enable the use of the network profiler as long as we are not a Shipping or Test build

Definition at line 353 of file Build.h.

◆ USE_NULL_RHI

#define USE_NULL_RHI   0

Whether to use the null RHI.

Definition at line 190 of file Build.h.

◆ USE_PER_MODULE_UOBJECT_BOOTSTRAP

#define USE_PER_MODULE_UOBJECT_BOOTSTRAP   0

Definition at line 418 of file Build.h.

◆ USE_SERVER_PERF_COUNTERS

#define USE_SERVER_PERF_COUNTERS   ((UE_SERVER || UE_EDITOR) && WITH_PERFCOUNTERS)

Enable perf counters on dedicated servers

Definition at line 366 of file Build.h.

◆ USE_UBER_GRAPH_PERSISTENT_FRAME

#define USE_UBER_GRAPH_PERSISTENT_FRAME   1

Enable UberGraphPersistentFrame feature. It can speed up BP compilation (re-instancing) in editor, but introduce an unnecessary overhead in runtime.

Definition at line 357 of file Build.h.

◆ VALIDATE_UBER_GRAPH_PERSISTENT_FRAME

#define VALIDATE_UBER_GRAPH_PERSISTENT_FRAME   (!(UE_BUILD_SHIPPING || UE_BUILD_TEST)) && USE_UBER_GRAPH_PERSISTENT_FRAME

Enable validation of the Uber Graph's persistent frame's layout, this is useful to detect uber graph frame related corruption

Definition at line 360 of file Build.h.

◆ WITH_ACCESSIBILITY

#define WITH_ACCESSIBILITY   1

Whether we are compiling with plugin support; must be defined by UBT Whether we are compiling with Slate accessibility and automation support

Definition at line 109 of file Build.h.

◆ WITH_AUTOMATION_WORKER

#define WITH_AUTOMATION_WORKER   !UE_BUILD_SHIPPING

Whether we are compiling with automation worker functionality. Note that automation worker defaults to enabled in UE_BUILD_TEST configuration, so that it can be used for performance testing on devices

Definition at line 127 of file Build.h.

◆ WITH_COTF

#define WITH_COTF   ((WITH_ENGINE) && !(IS_PROGRAM || UE_BUILD_SHIPPING))

Definition at line 475 of file Build.h.

◆ WITH_DUMPGPU

◆ WITH_EDITOR

#define WITH_EDITOR   0

Definition at line 7 of file Build.h.

◆ WITH_ENGINE

#define WITH_ENGINE   0

Definition at line 8 of file Build.h.

◆ WITH_HOT_RELOAD

#define WITH_HOT_RELOAD   (!IS_MONOLITHIC && !UE_BUILD_SHIPPING && !UE_BUILD_TEST && !UE_GAME && !UE_SERVER)

Whether we want a monolithic build (no DLLs); must be defined by UBT Whether we want a program (shadercompilerworker, fileserver) or a game; must be defined by UBT Whether we support hot-reload. Currently requires a non-monolithic build and non-shipping configuration.

Definition at line 150 of file Build.h.

◆ WITH_IOSTORE_IN_EDITOR

#define WITH_IOSTORE_IN_EDITOR   UE_IS_COOKED_EDITOR

Definition at line 450 of file Build.h.

◆ WITH_LIVE_CODING

#define WITH_LIVE_CODING   0

Make sure that live coding define is available. Normally this is supplied by UBT

Definition at line 157 of file Build.h.

◆ WITH_PERFCOUNTERS

#define WITH_PERFCOUNTERS   0

Enable perf counters

Definition at line 114 of file Build.h.

◆ WITH_PLUGIN_SUPPORT

#define WITH_PLUGIN_SUPPORT   0

Definition at line 9 of file Build.h.

◆ WITH_PROCESS_PRIORITY_CONTROL

#define WITH_PROCESS_PRIORITY_CONTROL   0

Definition at line 483 of file Build.h.

◆ WITH_PROFILEGPU

◆ WITH_RELOAD

#define WITH_RELOAD   (WITH_HOT_RELOAD || WITH_LIVE_CODING)

Whether we support any type of live reloading

Definition at line 163 of file Build.h.

◆ WITH_TEXT_ARCHIVE_SUPPORT

#define WITH_TEXT_ARCHIVE_SUPPORT   WITH_EDITORONLY_DATA

Whether we include support for text archive formats. Disabling support allows de-virtualizing archive calls and eliminating string constants for field names.

Definition at line 170 of file Build.h.

◆ WITH_UNREAL_DEVELOPER_TOOLS

#define WITH_UNREAL_DEVELOPER_TOOLS   0

Definition at line 10 of file Build.h.

◆ WITH_UNREAL_TARGET_DEVELOPER_TOOLS

#define WITH_UNREAL_TARGET_DEVELOPER_TOOLS   WITH_UNREAL_DEVELOPER_TOOLS

Whether we are compiling with the editor; must be defined by UBT Whether we are compiling with the engine; must be defined by UBT Whether we are compiling with developer tools; must be defined by UBT Whether we are compiling with developer tools that may use other platforms or external connected devices, etc

Definition at line 94 of file Build.h.