![]() ![]() Result += " -marm Target fast modern architectures We also recommend: For performance profiling (Debug or release) This flag has pros and cons so you should profile your app in release mode and look at the file size since it can affect either in both good or bad ways. You can comment this out or move this line to the area lower in the function, to where release optimizations are being applied (such as –O2). From here, find the following line: Result += "-ffunction-sections" ![]() Modify Development\Src\Android\UnrealBuildTool\System\AndroidToolChain.cs inside of the function GetCLArguments_Global(). Only some projects may have problems without this change, but it is easier to make the change sooner than to remember why it is behaving poorly later. This modification is recommended to ensure that all call stack entries can retrieve source code files. Mklink /H libUnrealEngine3.so %1-Android-%2.so > NUL AndroidToolChain ![]() Just after the following line: copy %1-Android-%2.so libs\armeabi-v7a\libUnrealEngine3.so > NULĪdd the following: ECHO Creating a symbolic link to allow debugging because file names must match. The file we need to modify within the UE3 root directory is: Development\Src\Android\java\build.bat. Otherwise if Win7 and below, you can modify the build scripts to do this automatically. The UE3 tool-chain renames some of its files during the build process, but GDB requires that the symbols names match the library name. ![]() This change is required for all UE3 users to enable debugging as a whole. The following sub-sections outline the changes that need to be made to the Unreal Engine 3 (UE3) tool-chain, depending on which Visual Studio project of UE3 solution you would like to debug. For instance, Unreal Engine 3 comes with ExampleGame and UDKGame. This symbol is intended to be replaced by the name of your game. Note: While reading this document you will see. You are here: Debugging Unreal Engine 3 (UE3) Games ![]()
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