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UnrealEngineUWP/Engine/Config/Mac/DataDrivenPlatformInfo.ini

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[DataDrivenPlatformInfo]
bIsConfidential=false
TargetSettingsIniSectionName=/Script/MacTargetPlatform.MacTargetSettings
bHasDedicatedGamepad=false
bDefaultInputStandardKeyboard=false
bInputSupportConfigurable=true
DefaultInputType=MouseAndKeyboard
bSupportsMouseAndKeyboard=true
bSupportsGamepad=true
bCanChangeGamepadType=true
bSupportsTouch=false
GlobalIdentifier=003BE29617004F0C8E1F786081EFBB1F
- Renamed PlatformInfo::FPlatformInfo to PlatformInfo::FTargetPlatformInfo - Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo - Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process - Fixed the DataDrivePlatformInfo.ini files to match the previous items - Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray()) - Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ] - Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp] - Fixed various Turnkey bugs that recent testing exposed - Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it) - Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info) - Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations - Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet. #fyi jack.porter #rb pete.sauerbrei [CL 13816905 by Josh Adams in ue5-main branch]
2020-07-01 17:07:12 -04:00
NormalIconPath=Launcher/Mac/Platform_Mac_24x
LargeIconPath=Launcher/Mac/Platform_Mac_128x
XLargeIconPath=
AutoSDKPath=
TutorialPath=SharingAndReleasing
Windows:bIsEnabled=true
- Renamed PlatformInfo::FPlatformInfo to PlatformInfo::FTargetPlatformInfo - Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo - Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process - Fixed the DataDrivePlatformInfo.ini files to match the previous items - Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray()) - Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ] - Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp] - Fixed various Turnkey bugs that recent testing exposed - Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it) - Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info) - Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations - Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet. #fyi jack.porter #rb pete.sauerbrei [CL 13816905 by Josh Adams in ue5-main branch]
2020-07-01 17:07:12 -04:00
Mac:bIsEnabled=true
Linux:bIsEnabled=false
bUsesHostCompiler=true
bUATClosesAfterLaunch=true
PlatformGroupName=Desktop
[ShaderPlatform METAL_SM5]
Language=Metal
MaxFeatureLevel=SM5
bIsPC=true
bSupportsDebugViewShaders=true
bSupportsAnisotropicMaterials=true
bSupportsByteBufferComputeShaders=true
bSupportsDistanceFields=true
bSupportsGen5TemporalAA=true
bSupportsLumenGI=true
bSupportsSSDIndirect=true
bSupportsWaveOperations=false
bSupportsGPUScene=true
bSupportsFFTBloom=true
bSupportsDiaphragmDOF=true
bSupportsVertexShaderLayer=true
bSupportsDxc=true
bSupportsInstancedStereo=true
bSupportsMultiView=true
bSupportsVolumetricFog=true
bSupportsPercentageCloserShadows=true
bSupportsCapsuleShadows=true
bSupports4ComponentUAVReadWrite=true
bSupportsVolumeTextureAtomics=false
bSupportsDualSourceBlending=true
EnablesHLSL2021ByDefault=1
[ShaderPlatform METAL_MRT_MAC]
Language=Metal
MaxFeatureLevel=SM5
bIsPC=true
bIsMetalMRT=true
bSupportsIndexBufferUAVs=true
bSupports4ComponentUAVReadWrite=true
bSupportsManualVertexFetch=true
bSupportsVolumeTextureAtomics=false
[ShaderPlatform METAL_MACES3_1]
Language=Metal
MaxFeatureLevel=ES3_1
bIsPC=true
bIsMobile=true
bSupports4ComponentUAVReadWrite=true
bSupportsManualVertexFetch=false
bSupportsVolumeTextureAtomics=false