Ark Server API (ASA) - Wiki
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#define ALLOW_CONSOLE ALLOW_CONSOLE_IN_SHIPPING |
#define ALLOW_DEBUG_FILES WITH_EDITOR |
#define ALLOW_OTHER_PLATFORM_CONFIG WITH_UNREAL_DEVELOPER_TOOLS |
#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
#define DISABLE_CHEAT_CVARS (UE_BUILD_SHIPPING || (UE_BUILD_TEST && !ALLOW_CHEAT_CVARS_IN_TEST)) |
#define DO_CHECK USE_CHECKS_IN_SHIPPING |
#define DO_ENSURE USE_ENSURES_IN_SHIPPING |
#define ENABLE_PGO_PROFILE 0 |
#define ENABLE_RHI_VALIDATION (UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT) |
#define ENABLE_STATNAMEDEVENTS 0 |
#define FORCE_USE_STATS 0 |
#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 :-)
#define NO_LOGGING !USE_LOGGING_IN_SHIPPING |
#define STATS (FORCE_USE_STATS && !ENABLE_STATNAMEDEVENTS) |
#define UE_BLUEPRINT_EVENTGRAPH_FASTCALLS 1 |
#define UE_SERVER 0 |
#define USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS (USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING && 0) |
#define USE_ENSURES_IN_SHIPPING USE_CHECKS_IN_SHIPPING |
#define USE_HANG_DETECTION (ALLOW_HANG_DETECTION && !WITH_EDITORONLY_DATA && !IS_PROGRAM && !UE_BUILD_DEBUG && !ENABLE_PGO_PROFILE) |
#define USE_HITCH_DETECTION (ALLOW_HITCH_DETECTION && !WITH_EDITORONLY_DATA && !IS_PROGRAM && !UE_BUILD_DEBUG) |
#define USE_LOGGING_IN_SHIPPING 0 |
#define USE_NETWORK_PROFILER !(UE_BUILD_SHIPPING || UE_BUILD_TEST) |
#define USE_SERVER_PERF_COUNTERS ((UE_SERVER || UE_EDITOR) && WITH_PERFCOUNTERS) |
#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 WITH_ACCESSIBILITY 1 |
#define WITH_AUTOMATION_WORKER !UE_BUILD_SHIPPING |
#define WITH_COTF ((WITH_ENGINE) && !(IS_PROGRAM || UE_BUILD_SHIPPING)) |
#define WITH_DUMPGPU (!(UE_BUILD_SHIPPING || UE_BUILD_TEST) || (UE_BUILD_TEST && ALLOW_DUMPGPU_IN_TEST) || (UE_BUILD_SHIPPING && ALLOW_DUMPGPU_IN_SHIPPING)) |
#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.
#define WITH_IOSTORE_IN_EDITOR UE_IS_COOKED_EDITOR |
#define WITH_LIVE_CODING 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 WITH_RELOAD (WITH_HOT_RELOAD || WITH_LIVE_CODING) |
#define WITH_TEXT_ARCHIVE_SUPPORT WITH_EDITORONLY_DATA |
#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