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UnrealEngineUWP/Engine/Config/IOS/DataDrivenPlatformInfo.ini

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[DataDrivenPlatformInfo]
bIsConfidential=false
TargetSettingsIniSectionName=/Script/IOSRuntimeSettings.IOSRuntimeSettings
bHasDedicatedGamepad=false
bInputSupportConfigurable=false
DefaultInputType=Touch
bSupportsMouseAndKeyboard=false
bSupportsGamepad=true
bCanChangeGamepadType=true
bSupportsTouch=true
GlobalIdentifier=988EBA73F971495BAFB09639F8C796BD
- 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/IOS/Platform_IOS_24x
LargeIconPath=Launcher/IOS/Platform_IOS_128x
XLargeIconPath=
AutoSDKPath=
Windows:TutorialPath=SharingAndReleasing/Mobile/iOS
Mac:TutorialPath=SharingAndReleasing/Mobile/iOS
Linux:TutorialPath=SharingAndReleasing/Mobile/iOS
- 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
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
PlatformGroupName=Mobile
[PreviewPlatform IOSMetal]
PlatformName=IOS
ShaderFormat=SF_METAL
ActiveIconName=LevelEditor.PreviewMode.iOS.Enabled
InactiveIconName=LevelEditor.PreviewMode.iOS.Disabled
MenuText=NSLOCTEXT("PreviewPlatform", "PreviewMenuText_iOS", "iOS")
MenuTooltip=NSLOCTEXT("PreviewPlatform", "PreviewMenuTooltip_iOS", "Mobile preview using iOS material quality settings.")
IconText=NSLOCTEXT("PreviewPlatform", "PreviewIconText_iOS", "iOS")
DeviceProfileName=IOS
[PreviewPlatform IOSMetalSM5]
PlatformName=IOS
ShaderFormat=SF_METAL_MRT
EnabledCVar=ini:Engine:IOS:/Script/IOSRuntimeSettings.IOSRuntimeSettings:bSupportsMetalMRT
ActiveIconName=LevelEditor.PreviewMode.iOSSM5.Enabled
InactiveIconName=LevelEditor.PreviewMode.iOSSM5.Disabled
MenuText=NSLOCTEXT("PreviewPlatform", "PreviewMenuText_iOSSM5", "iOS (SM5 Renderer)")
MenuTooltip=NSLOCTEXT("PreviewPlatform", "PreviewMenuTooltip_iOSSM5", "Mobile preview using iOS SM5 material quality settings.")
IconText=NSLOCTEXT("PreviewPlatform", "PreviewIconText_iOSSM5", "iOS SM5")
DeviceProfileName=IOS
[ShaderPlatform METAL]
Language=Metal
MaxFeatureLevel=ES3_1
bIsMobile=true
bTargetsTiledGPU=true
bSupports4ComponentUAVReadWrite=true
bSupportsManualVertexFetch=false
bSupportsVolumeTextureAtomics=false
[ShaderPlatform METAL_MRT]
Language=Metal
MaxFeatureLevel=SM5
bIsMetalMRT=true
bTargetsTiledGPU=true
bSupportsIndexBufferUAVs=true
bSupports4ComponentUAVReadWrite=true
bSupportsManualVertexFetch=false
bSupportsVolumeTextureAtomics=false