UE4 Xcode Project, metal compiler build setting missing

Hi, there, I wanna use Xcode to profile my UE4 game on mobile platform. I read this article here:

Optimizing Performance with the Shader Profiler

The picture above is what I want. I need to use this tool to show the time consuming of the each instruction each shader line. However, my UE4 xcode project seems not to provide the same build option as mentioned in that article.

even though I enabled all the CVar variables in Engine/Config/ConsoleVarible.ini , as follows:

r.Shaders.Optimize=0

r.Shaders.KeepDebugInfo=1

r.Shaders.SkipCompression=1

r.ShaderDevelopmentMode=1

r.DumpShaderDebugShortNames=1

What shuold I do now? further, I checked out the official Demo project on here Rendering a Scene with Deferred Lighting in C++ It has the exact build options “produce debugging information” and worked perfectly.

so I wonder how I can get the profiler feature while using UE4??

This same question above that I posted in Unreal forums hasn't been replied yet. As all the metal shader files are compiled by UE4 cooking process, not Xcode shader compiler, so I suspect if this is the key problem. What's the correct way to get the metal shader performance pie chart? could somebody help? anything will be appreciated.

Your suspicion is correct. If these shaders are part of the engine itself, UE4 would need to set that var when it builds the metal libraries.

UE4 Xcode Project, metal compiler build setting missing
 
 
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