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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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# 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 "EditorLiveStreamingSettings.generated.h"
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/** Describes the available preset resolutions for web camera video with the editor's live streaming feature */
UENUM ( )
namespace EEditorLiveStreamingWebCamResolution
{
enum Type
{
Normal_320x240 UMETA ( DisplayName = " 320 x 240 (4:3) " ) ,
Wide_320x180 UMETA ( DisplayName = " 320 x 180 (16:9) " ) ,
Normal_640x480 UMETA ( DisplayName = " 640 x 480 (4:3) " ) ,
Wide_640x360 UMETA ( DisplayName = " 640 x 360 (16:9) " ) ,
Normal_800x600 UMETA ( DisplayName = " 800 x 600 (4:3) " ) ,
Wide_800x450 UMETA ( DisplayName = " 800 x 450 (16:9) " ) ,
Normal_1024x768 UMETA ( DisplayName = " 1024 x 768 (4:3) " ) ,
Wide_1024x576 UMETA ( DisplayName = " 1024 x 576 (16:9) " ) ,
Normal_1080x810 UMETA ( DisplayName = " 1080 x 810 (4:3) " ) ,
Wide_1080x720 UMETA ( DisplayName = " 1080 x 720 (16:9) " ) ,
Normal_1280x960 UMETA ( DisplayName = " 1280 x 960 (4:3) " ) ,
Wide_1280x720 UMETA ( DisplayName = " 1280 x 720 (16:9, 720p) " ) ,
Normal_1920x1440 UMETA ( DisplayName = " 1920 x 1440 (4:3) " ) ,
Wide_1920x1080 UMETA ( DisplayName = " 1920 x 1080 (16:9, 1080p) " ) ,
} ;
}
/** Holds preferences for the editor live streaming features */
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UCLASS ( config = EditorSettings )
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class UEditorLiveStreamingSettings : public UObject
{
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GENERATED_UCLASS_BODY ( )
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public :
/** Frame rate to stream video from the editor at when broadcasting to services like Twitch. */
UPROPERTY ( Config , EditAnywhere , Category = EditorLiveStreaming , Meta = ( UIMin = 5 , ClampMin = 1 , UIMax = 60 ) )
int32 FrameRate ;
/** How much to scale the broadcast video resolution down to reduce streaming bandwidth. We recommend broadcasting at resolutions of 1280x720 or lower. Some live streaming providers will not be able to transcode your video to a lower resolution, so using a high resolution stream may prevent low-bandwidth users from having a good viewing experience.*/
UPROPERTY ( Config , EditAnywhere , Category = EditorLiveStreaming , Meta = ( ClampMin = 0.1 , ClampMax = 1.0 ) )
float ScreenScaling ;
/** By default, we only broadcast video from your primary monitor's work area (excludes the task bar area.) Turning off this feature enables broadcasting from all monitors, covering your entire usable desktop area. This may greatly increase the video resolution of your stream, so we recommend leaving this option turned off. */
UPROPERTY ( Config , EditAnywhere , Category = EditorLiveStreaming )
bool bPrimaryMonitorOnly ;
/** If enabled, video from your web camera will be captured and displayed in the editor while broadcasting, so that your viewers can see your presence. */
UPROPERTY ( Config , EditAnywhere , Category = EditorLiveStreaming )
bool bEnableWebCam ;
/** The camera video resolution that you'd prefer. The camera may not support the exact resolution you specify, so we'll try to find the best match automatically */
UPROPERTY ( Config , EditAnywhere , Category = EditorLiveStreaming , Meta = ( EditCondition = " bEnableWebCam " ) )
TEnumAsByte < EEditorLiveStreamingWebCamResolution : : Type > WebCamResolution ;
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/** You can enable this to flip the web cam image horizontally so that it looks more like a mirror */
UPROPERTY ( Config , EditAnywhere , Category = EditorLiveStreaming )
bool bMirrorWebCamImage ;
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/** Enables broadcast of audio being played by your computer, such as in-game sounds */
UPROPERTY ( Config , EditAnywhere , Category = EditorLiveStreaming )
bool bCaptureAudioFromComputer ;
/** Enables broadcast of audio from your default microphone recording device */
UPROPERTY ( Config , EditAnywhere , Category = EditorLiveStreaming )
bool bCaptureAudioFromMicrophone ;
protected :
/** UObject overrides */
virtual void PostEditChangeProperty ( struct FPropertyChangedEvent & PropertyChangedEvent ) override ;
} ;