AssetProcessorPlatformConfig.setreg 23 KB

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  1. {
  2. // ---- Enable/Disable platforms for the entire project. AssetProcessor will automatically add the current platform by default.
  3. // PLATFORM DEFINITIONS
  4. // [Platform (unique identifier)]
  5. // tags=(comma-seperated-tags)
  6. //
  7. // note: the 'identifier' of a platform is the word(s) following the "Platform" keyword (so [Platform pc] means identifier
  8. // is 'pc' for example. This is used to name its assets folder in the cache and should be used in your bootstrap.cfg
  9. // or your main.cpp to choose what assets to load for that particular platform.
  10. // Its primary use is to enable additional non-host platforms (Ios, android...) that are not the current platform.
  11. // note: 'tags' is a comma-seperated list of tags to tag the platform with that builders can inspect to decide what to do.
  12. // while builders can accept any tags you add in order to make decisions, common tags are
  13. // tools - this platform can host the tools and editor and such
  14. // renderer - this platform runs the client engine and renders on a GPU. If missing we could be on a server-only platform
  15. // mobile - a mobile platform such as a set top box or phone with limited resources
  16. // console - a console platform
  17. // server - a server platform of some kind, usually headless, no renderer.
  18. "Amazon": {
  19. "AssetProcessor": {
  20. "Settings": {
  21. "Stats": {
  22. // Setting MachineReadable to true will output stats in more of a CSV-like format that is ideal for script ingestion
  23. "MachineReadable" : false,
  24. // Setting HumanReadable to true will output stats in a friendly human format that is ideal for human reading
  25. "HumanReadable" : true,
  26. // To turn off stats output entirely, set both HumanReadable and MachineReadable to false.
  27. // the maximum number of stats to show for cumulative stats like the time taken
  28. // across all jobs of a certain type, or all jobs cumulative across a whole platform
  29. "MaxCumulativeStats" : 4,
  30. // the maximum number of stats to show for individual stats like how long a specific
  31. // individual job took.
  32. "MaxIndividualStats" : 4
  33. },
  34. "BuilderManager": {
  35. // Number of seconds to wait for AssetBuilder process to start before terminating the process
  36. "StartupTimeoutSeconds" : 900
  37. },
  38. "Platform pc": {
  39. "tags": "tools,renderer,dx12,vulkan,null"
  40. },
  41. "Platform linux": {
  42. "tags": "tools,renderer,vulkan,null"
  43. },
  44. "Platform android": {
  45. "tags": "android,mobile,renderer,vulkan"
  46. },
  47. "Platform ios": {
  48. "tags": "mobile,renderer,metal"
  49. },
  50. "Platform mac": {
  51. "tags": "tools,renderer,metal,null"
  52. },
  53. // this is an example of a headless platform that has no renderer.
  54. // To use this you would still need to make sure 'assetplatform' in your startup params in your main() chooses this 'server' platform as your server 'assets' flavor
  55. "Platform server": {
  56. "tags": "server,dx12,vulkan,null"
  57. },
  58. // this section allows you to turn on various platforms in addition to the host platform you're running on
  59. // 'enabled' is AUTOMATICALLY TRUE for the current platform that you are running on, so it is not necessary to force it to true for that platform
  60. // To enable any additional platform, just uncomment the appropriate line below.
  61. "Platforms": {
  62. //"pc": "enabled",
  63. //"android": "enabled",
  64. //"ios": "enabled",
  65. //"mac": "enabled",
  66. //"server": "enabled"
  67. },
  68. // ---- The number of worker jobs, 0 means use the number of Logical Cores
  69. "Jobs": {
  70. "minJobs": 1,
  71. "maxJobs": 0
  72. },
  73. // cacheServerAddress is the location of the asset server cache.
  74. // Currently for a network share server this would be the absolute file path to the network share folder.
  75. "Server": {
  76. //"cacheServerAddress": ""
  77. },
  78. // ---- add any metadata file type here that needs to be monitored by the AssetProcessor.
  79. // Modifying these meta file will cause the source asset to re-compile again.
  80. // They are specified in the following format
  81. // metadata extension=original extension to replace
  82. // if the metadata extension does not replace the original, then the original can be blank
  83. // so for example if your normal file is blah.tif and your metafile for that file is blah.tif.exportsettings
  84. // then your declaration would be exportsettings= ; ie, it would be blank
  85. // however if your metafile REPLACES the extension (for example, if you have the file blah.i_caf and its metafile is blah.exportsettings)
  86. // then you specify the original extension here to narrow the scope.
  87. // If a relative path to a specific file is provided instead of an extension, a change to the file will change all files
  88. // with the associated extension (e.g. Animations/SkeletonList.xml=i_caf will cause all i_caf files to recompile when
  89. // Animations/SkeletonList.xml within the current game project changes)
  90. "MetaDataTypes": {
  91. "animsettings": "i_caf",
  92. "Animations/SkeletonList.xml": "i_caf",
  93. "cbc": "abc",
  94. "fbx.assetinfo": "fbx",
  95. "stl.assetinfo": "stl",
  96. "gltf.assetinfo": "gltf",
  97. "glb.assetinfo": "glb"
  98. },
  99. // ---- add any folders to scan here. The priority order is the order they appear here
  100. // available macros are
  101. // @ROOT@ - the location of asset root
  102. // @PROJECTROOT@ - the location of the project root, for example 'Q:\MyProjects\RPGSample'
  103. // note that they are sorted by their 'order' value, and the lower the order the more important an asset is
  104. // lower order numbers override higher ones.
  105. // If specified, output will be prepended to every path found in that recognizer's watch folder.
  106. // Note that you can also make the scan folder platform specific by using the keywords include and exclude.
  107. // Both include and exclude can contain either platform tags, platform identifiers or both.
  108. // if no include is specified, all currently enabled platforms are included by default.
  109. // If includes ARE specified, it will be filtered down by the list of currently enabled platforms.
  110. // "ScanFolder (unique identifier)": {
  111. // "include": "(comma seperated platform tags or identifiers)",
  112. // "exclude": "(comma seperated platform tags or identifiers)"
  113. // }
  114. // For example if you want to include a scan folder only for platforms that have the platform tags tools and renderer
  115. // but omit it for platform mac, you will have a scanfolder rule like
  116. // "ScanFolder (unique identifier)": {
  117. // "watch": "@ROOT@/foo",
  118. // "include": "tools, renderer",
  119. // "exclude": "mac"
  120. // }
  121. "ScanFolder Project/Assets": {
  122. "watch": "@PROJECTROOT@",
  123. "display": "@PROJECTNAME@",
  124. "recursive": 1,
  125. "order": 0
  126. },
  127. "ScanFolder Root": {
  128. "watch": "@ROOT@",
  129. "recursive": 0,
  130. "order": 10000
  131. },
  132. "ScanFolder Assets/Runtime": {
  133. "watch": "@ENGINEROOT@/Assets/Engine",
  134. "recursive": 1,
  135. "order": 20000
  136. },
  137. "ScanFolder Assets/Tools": {
  138. "watch": "@ENGINEROOT@/Assets/Editor",
  139. "recursive": 1,
  140. "order": 30000,
  141. "include": "tools,renderer"
  142. },
  143. "ScanFolder Engine/Registry": {
  144. "watch": "@ENGINEROOT@/Registry",
  145. "recursive": 1,
  146. "order": 40000
  147. },
  148. // Configurable starting priority for all Gem scan folders to use.
  149. // Each Gem scan folder added will increment this.
  150. // NOTE: Each successive gem priority will be lower than the last.
  151. "GemScanFolderStartingPriorityOrder": 100,
  152. // Control how project-relative Gem scan folders are prioritized against the project's main scan folder (key: "Project/Assets", alias: @PROJECTROOT@).
  153. // "none" - any project Gem scan folder priority will be incremented from the "GemScanFolderStartingPriorityOrder" value (default behavior).
  154. // "lower" - each project Gem scan folder will be set to lower priority (higher numeric value) than the project scan folder.
  155. // "higher" - each project Gem scan folder will be set to higher priority (lower numeric value) than the project scan folder.
  156. "ProjectRelativeGemsScanFolderPriority": "none",
  157. // Excludes files that match the pattern or glob.
  158. // the input string will be the relative path from the scan folder the file was found in.
  159. // patterns are case sensitive regular expressions, while globs are simple wildcard matches (non-case-sensitive)
  160. // if you use a pattern, remember to escape your backslashes (\\)
  161. "Exclude _LevelBackups": {
  162. "glob": "*/_savebackup/*"
  163. },
  164. "Exclude _LevelAutoBackups": {
  165. "glob": "*/_autobackup/*"
  166. },
  167. // note that $ has meaning to regex, so we escape it.
  168. "Exclude TempFiles": {
  169. "pattern": "(^|.+/)\\\\$tmp[0-9]*_.*"
  170. },
  171. "Exclude EventLog": {
  172. "glob": "*eventlog.xml"
  173. },
  174. "Exclude GameGemsCode": {
  175. "glob": "Gem/Code/*"
  176. },
  177. "Exclude GameGemsResources": {
  178. "glob": "Gem/Resources/*"
  179. },
  180. "Exclude Private Certs": {
  181. "glob": "*DynamicContent/Certificates/Private*"
  182. },
  183. "Exclude CMakeLists": {
  184. "glob": "*CMakeLists.txt"
  185. },
  186. "Exclude CMakeFiles": {
  187. "glob": "*.cmake"
  188. },
  189. "Exclude User": {
  190. "glob": "user/*"
  191. },
  192. "Exclude Build": {
  193. "glob": "build/*"
  194. },
  195. "Exclude Install": {
  196. "glob": "install/*"
  197. },
  198. "Exclude ProjectPackages": {
  199. "glob": "ProjectPackages/*"
  200. },
  201. // Exclude Gems inside Projects, their Assets folders will still be included
  202. "Exclude Gems": {
  203. "glob": "Gems/*"
  204. },
  205. // Exclude the .git folder which is commonly found in projects
  206. "Exclude Git": {
  207. "glob": ".git/*"
  208. },
  209. //------------------------------------------------------------------------------
  210. // Copying Files Automatically Into the Cache
  211. //------------------------------------------------------------------------------
  212. // The below section is used to register patterns (*.something) to copy into the cache
  213. // the "params" block must either be "copy" (copy the file) or "skip" (used for per-platfrom skipping)
  214. // note that productAssetType is a means of setting the output asset Type (as in AZ::Data::AssetType) of a simple job
  215. // and is the recommended way to specify that a certain kind of file (such as '*.myextension') becomes registered as the
  216. // actual UUID of that type in the engine itself.
  217. // globs ("*.txt") are usually faster to match (CPU wise) and easier for humans to understand than patterns.
  218. // Use a regex for matching files, same params for all platforms
  219. // "RC TGAs": {
  220. // "pattern": ".+\\\\.tga$",
  221. // "params": "copy"
  222. //}
  223. // Example Use a glob instead of a regex, skip the copy for the "server" platform
  224. // "RC TIFFs": {
  225. // "glob": "*.tif",
  226. // "params": "copy",
  227. // "server": "skip"
  228. //}
  229. // You can also modify a version to compile all matching files again
  230. // By default the version is empty
  231. // "RC tif": {
  232. // "glob": "*.tif",
  233. // "params": "copy",
  234. // "version": 1.0
  235. //}
  236. // This will make the AssetProcessor compile all the .tif files again if version changes.
  237. // you can also optionally supply a priority.
  238. // this is used to sort jobs when no other external circumstance sorts them (higher wins, default is 0)
  239. // note that the FULL PATH to the file will be used as the match, not the relative path
  240. // so ensure start your patterns with .* or as appropriate.
  241. // Also, any rules which match will apply - so if you have two rules which both apply to PNG files for example
  242. // but you only want one, you might want to use exclusion patterns:
  243. //Example: copy everything EXCEPT the ones in the libs/ui
  244. // "RC png-normal": {
  245. // "pattern": "(?!.*libs\\\\/ui\\\\/).*\\.png",
  246. // "params": "copy"
  247. //}
  248. //Example: Process everything in the libs/ui folder
  249. // "RC png-ui": {
  250. // "pattern": "(.*libs\\\\/ui\\\\/).*\\.png",
  251. // "params": "copy"
  252. //}
  253. // More example Regexes:
  254. // "pattern": "(?!(.*libs\\\\/ui\\\\/)|(.*editor\\\\/).*\\\\.png"
  255. // This pattern will not match anything with editor/ or libs/ui/ in it
  256. // "pattern": "((.*libs\\\\/ui\\\\/)|(.*editor\\\\/).*\\\\.png"
  257. // This pattern will only match anything with editor/ or libs/ui/ in it
  258. // This is a JSON object - every entry must start with "RC" but make sure
  259. // to give every entry its own unique Name or else they will overwrite each other:
  260. "RC mp4": {
  261. "glob": "*.mp4",
  262. "params": "copy",
  263. "productAssetType": "{DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}"
  264. },
  265. "RC mkv": {
  266. "glob": "*.mkv",
  267. "params": "copy",
  268. "productAssetType": "{DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}"
  269. },
  270. "RC webm": {
  271. "glob": "*.webm",
  272. "params": "copy",
  273. "productAssetType": "{DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}"
  274. },
  275. "RC mov": {
  276. "glob": "*.mov",
  277. "params": "copy",
  278. "productAssetType": "{DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}"
  279. },
  280. "RC bk2": {
  281. "glob": "*.bk2",
  282. "params": "copy",
  283. "productAssetType": "{BF4879B9-B893-41D2-80E9-24A7BDCD2B50}"
  284. },
  285. "RC img": {
  286. "glob": "*.img",
  287. "params": "copy"
  288. },
  289. "RC surfaceTagNameList": {
  290. "glob": "*.surfaceTagNameList",
  291. "params": "copy",
  292. "productAssetType": "{A471B2A9-85FC-4993-842D-1881CBC03A2B}"
  293. },
  294. "RC gradImageSettings": {
  295. "glob": "*.gradimagesettings",
  296. "params": "copy",
  297. "productAssetType": "{B36FEB5C-41B6-4B58-A212-21EF5AEF523C}"
  298. },
  299. "RC png-entityicon": {
  300. "pattern": "(.*EntityIcons\\\\/).*\\\\.png",
  301. "productAssetType": "{3436C30E-E2C5-4C3B-A7B9-66C94A28701B}",
  302. "params": "skip",
  303. "tools": "copy"
  304. },
  305. "RC usm": {
  306. "glob": "*.usm",
  307. "params": "copy",
  308. "server": "skip"
  309. },
  310. "RC animevents": {
  311. "glob": "*.animevents",
  312. "params": "copy",
  313. "productAssetType": "{C1D209C1-F81A-4586-A34E-1615995F9F3F}",
  314. "version": 2
  315. },
  316. "RC bspace": {
  317. "glob": "*.bspace",
  318. "params": "copy"
  319. },
  320. "RC comb": {
  321. "glob": "*.comb",
  322. "params": "copy"
  323. },
  324. "RC dlg": {
  325. "glob": "*.dlg",
  326. "params": "copy"
  327. },
  328. "RC csv": {
  329. "glob": "*.csv",
  330. "params": "copy"
  331. },
  332. "RC json": {
  333. "glob": "*.json",
  334. "params": "copy"
  335. },
  336. "RC lmg": {
  337. "glob": "*.lmg",
  338. "params": "copy"
  339. },
  340. "RC smtl": {
  341. "glob": "*.smtl",
  342. "params": "copy"
  343. },
  344. "RC sub": {
  345. "glob": "*.sub",
  346. "params": "copy",
  347. "productAssetType": "{71F9D30E-13F7-40D6-A3C9-E5358004B31F}",
  348. "version": 2
  349. },
  350. "RC sbsar": {
  351. "glob": "*.sbsar",
  352. "params": "copy"
  353. },
  354. "RC loc.agsxml": {
  355. "glob": "*.loc.agsxml",
  356. "params": "copy",
  357. "version": 1
  358. },
  359. "RC node": {
  360. "glob": "*.node",
  361. "params": "copy"
  362. },
  363. "RC veg": {
  364. "glob": "*.veg",
  365. "params": "copy"
  366. },
  367. "RC dat": {
  368. "glob": "*.dat",
  369. "params": "copy"
  370. },
  371. "RC lut": {
  372. "glob": "*.lut",
  373. "params": "copy"
  374. },
  375. "RC txt": {
  376. "pattern": "^(?!.*PreloadLibs.txt).*\\\\.txt",
  377. "params": "copy"
  378. },
  379. "RC cal": {
  380. "glob": "*.cal",
  381. "params": "copy"
  382. },
  383. "RC grp": {
  384. "glob": "*.grp",
  385. "params": "copy",
  386. "productAssetType": "{7629EDD3-A361-49A2-B271-252127097D81}",
  387. "version": 2
  388. },
  389. "RC xls": {
  390. "glob": "*.xls",
  391. "params": "copy"
  392. },
  393. "RC ini": {
  394. "glob": "*.ini",
  395. "params": "copy"
  396. },
  397. "RC ttf": {
  398. "glob": "*.ttf",
  399. "params": "copy"
  400. },
  401. "RC otf": {
  402. "glob": "*.otf",
  403. "params": "copy"
  404. },
  405. "RC ext": {
  406. "glob": "*.ext",
  407. "params": "copy"
  408. },
  409. // Copy all pak files except level.pak, level.pak has its own builder.
  410. "RC pak": {
  411. "pattern": "^((?!\\\\/level\\\\.pak).)*\\\\.pak$",
  412. "params": "copy"
  413. },
  414. "RC ctc": {
  415. "glob": "*.ctc",
  416. "params": "copy"
  417. },
  418. "RC uiprefab": {
  419. "glob": "*.uiprefab",
  420. "params": "copy",
  421. "server": "skip"
  422. },
  423. "RC sprite": {
  424. "glob": "*.sprite",
  425. "params": "copy",
  426. "server": "skip"
  427. },
  428. "RC bin": {
  429. "glob": "*.bin",
  430. "params": "copy"
  431. },
  432. "RC inputbindings": {
  433. "glob": "*.inputbindings",
  434. "params": "copy",
  435. "productAssetType": "{25971C7A-26E2-4D08-A146-2EFCC1C36B0C}"
  436. },
  437. "RC ocm": {
  438. "glob": "*.ocm",
  439. "params": "copy"
  440. },
  441. // Feature tests use the raw .tif files for the golden image comparison
  442. "RC goldenimages": {
  443. "pattern": ".*GoldenImages\\\\/.*\\\\.tif",
  444. "params": "copy",
  445. "server": "skip"
  446. },
  447. // Copy over certificates for use with FileDataSource
  448. "RC CertificatePEM": {
  449. "glob": "*.pem",
  450. "params": "copy"
  451. },
  452. // Copy over certificates for use with Dynamic Content
  453. "RC CertificateDER": {
  454. "glob": "*.der",
  455. "params": "copy"
  456. },
  457. "RC filetag": {
  458. "glob": "*.filetag",
  459. "params": "copy",
  460. "productAssetType": "{F3BE5CAB-85B7-44B7-9495-863863F6B267}"
  461. },
  462. // Precompiled shader variant
  463. "RC azshadervariant": {
  464. "glob": "*.azshadervariant",
  465. "params": "copy",
  466. "productAssetType": "{51BED815-36D8-410E-90F0-1FA9FF765FBA}"
  467. }
  468. }
  469. }
  470. }
  471. }