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UnrealEngineUWP/Engine/Source/Editor/EditorLiveStreaming/EditorLiveStreamingSettings.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
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#include "EditorLiveStreamingModule.h"
#include "EditorLiveStreamingSettings.h"
UEditorLiveStreamingSettings::UEditorLiveStreamingSettings( const FObjectInitializer& ObjectInitializer )
: Super( ObjectInitializer )
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
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{
}
void UEditorLiveStreamingSettings::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent )
{
UProperty* PropertyThatChanged = PropertyChangedEvent.Property;
const FName Name = PropertyThatChanged ? PropertyThatChanged->GetFName() : NAME_None;
// if( Name == ??? )
// {
// ...
// }
this->SaveConfig();
Work in progress: Live streaming support for editor and games This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.) - Game live streaming - Allows general support for live internet streaming of game video and audio - Web cam video feed can be overlaid onto game viewports automatically - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game - New IGameLiveStreaming API that allows you to start broadcasting through C++ - Editor live streaming - The editor UI now displays a "broadcast" button automatically when a live streaming service is available - Broadcasting of all desktop editor windows is supported (configured in preferences) - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed - Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands - These allow you to easily test live streaming in games without writing UI code - Built-in help is available for these new commands - To implement a live streaming plugin: - Inherit from the new ILiveStreamingService interface - Register your "LiveStreaming" feature with the IModularFeatures system - Other changes: - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle() - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore) - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented [CL 2115377 by Mike Fricker in Main branch]
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}