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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
HTML5TargetSettings . h : Declares the UHTML5TargetSettings class .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = */
# pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
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# include "CoreMinimal.h"
# include "UObject/ObjectMacros.h"
# include "UObject/Object.h"
# include "Engine/EngineTypes.h"
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# include "HTML5TargetSettings.generated.h"
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USTRUCT ( )
struct FHTML5LevelTransitions
{
GENERATED_USTRUCT_BODY ( )
UPROPERTY ( EditAnywhere , Category = HTML5_LevelTransitions , Meta = ( DisplayName = " From Map " ) )
FFilePath MapFrom ;
UPROPERTY ( EditAnywhere , Category = HTML5_LevelTransitions , Meta = ( DisplayName = " To Map " ) )
FFilePath MapTo ;
} ;
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/**
* Implements the settings for the HTML5 target platform .
*/
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UCLASS ( config = Engine , defaultconfig )
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class HTML5PLATFORMEDITOR_API UHTML5TargetSettings
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: public UObject
{
public :
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GENERATED_UCLASS_BODY ( )
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/**
* Setting to control HTML5 Heap size ( in Development )
*/
UPROPERTY ( GlobalConfig , EditAnywhere , Category = Memory , Meta = ( DisplayName = " Development Heap Size (in MB) " , ClampMin = " 1 " , ClampMax = " 4096 " ) )
int32 HeapSizeDevelopment ;
/**
* Setting to control HTML5 Heap size
*/
UPROPERTY ( GlobalConfig , EditAnywhere , Category = Memory , Meta = ( DisplayName = " Heap Size (in MB) " , ClampMin = " 1 " , ClampMax = " 4096 " ) )
int32 HeapSizeShipping ;
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/**
* Port to use when deploying game from the editor
*/
UPROPERTY ( GlobalConfig , EditAnywhere , Category = Memory , Meta = ( DisplayName = " Port to use when deploying game from the editor " , ClampMin = " 49152 " , ClampMax = " 65535 " ) )
int32 DeployServerPort ;
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/**
* Use a loading level and download maps during transitions .
*/
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UPROPERTY ( GlobalConfig , EditAnywhere , Category = Packaging , Meta = ( DisplayName = " Download maps on the fly [experimental] " ) )
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bool UseAsyncLevelLoading ;
/**
* Generate Delta Pak files for these level transitions .
*/
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UPROPERTY ( GlobalConfig , EditAnywhere , Category = Packaging , Meta = ( DisplayName = " Level transitions for delta paks [experimental,depends on download maps] " ) )
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TArray < FHTML5LevelTransitions > LevelTransitions ;
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UPROPERTY ( GlobalConfig , EditAnywhere , Category = Amazon_S3 , Meta = ( DisplayName = " Upload builds to Amazon S3 when packaging " ) )
bool UploadToS3 ;
/**
* Required
*/
UPROPERTY ( GlobalConfig , EditAnywhere , Category = Amazon_S3 , Meta = ( DisplayName = " Amazon S3 Key ID " ) )
FString S3KeyID ;
/**
* Required
*/
UPROPERTY ( GlobalConfig , EditAnywhere , Category = Amazon_S3 , Meta = ( DisplayName = " Amazon S3 Secret Access Key " ) )
FString S3SecretAccessKey ;
/**
* Required
*/
UPROPERTY ( GlobalConfig , EditAnywhere , Category = Amazon_S3 , Meta = ( DisplayName = " Amazon S3 Bucket Name " ) )
FString S3BucketName ;
/**
* Provide another level of nesting beyond the bucket . Can be left empty , defaults to game name .
*/
UPROPERTY ( GlobalConfig , EditAnywhere , Category = Amazon_S3 , Meta = ( DisplayName = " Nested Folder Name " ) )
FString S3FolderName ;
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} ;