Commit Graph

8 Commits

Author SHA1 Message Date
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
nick darnell
688f42b846 PlatformSettings - Adding a common utility function for getting the platform inis that are applicable to the running project.
#ROBOMERGE-SOURCE: CL 16716121 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16716124 by nick darnell in ue5-release-engine-test branch]
2021-06-17 21:07:16 -04:00
nick darnell
9e0bf96273 Fixing several CIS issues with IWUY.
#ROBOMERGE-SOURCE: CL 16606760 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16606770 by nick darnell in ue5-release-engine-test branch]
2021-06-09 12:12:20 -04:00
nick darnell
055efdf0ea Project Settings - Adding a way to easily introduce per platform settings objects that are correctly saved outside the game ini, and instead store their configuration to each platform's NDA'ed location, if they're a confidential platform. These platform options are kept in sync with what platforms you have enabled for your project (though a restart is required to see that reflected in the settings).
The base class of any per platform settings.  The pattern for using these is as follows.

Step 1) Subclass UPlatformSettings, UMyPerPlatformSettings : public UPlatformSettings.

Step 2) For your system should already have a UDeveloperSettings that you created so that
        users can customize other properties for your system in the project.  On that class
        you need to create a property of type FPerPlatformSettings, e.g.
        UPROPERTY(EditAnywhere, Category=Platform)
        FPerPlatformSettings PlatformOptions

Step 3) In your UDeveloperSettings subclasses construct, there should be a line like this,
        PlatformOptions.Settings = UPlatformSettings::GetAllPlatformSettings<UMyPerPlatformSettings>();
        This will actually ensure that you initialize the settings exposed in the editor to whatever
        the current platform configuration is for them.

Step 4) Nothing else needed.  In your system code, you will just call
        UMyPerPlatformSettings* MySettings = UPlatformSettings::GetSettingsForPlatform<UMyPerPlatformSettings>()
        that will get you the current settings for the active platform, or the simulated platform in the editor.

Josh.Adams, Michael.Noland, Daren.Cheng
[FYI] Josh.Adams, Michael.Noland, Daren.Cheng

#ROBOMERGE-SOURCE: CL 16603959 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16603966 by nick darnell in ue5-release-engine-test branch]
2021-06-09 09:15:21 -04:00
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Josh Adams
bec95f7d1c - Breaking a circular references that was on Mac but not Windows (editor compiles and runs on Windows, Mac still compiling)
#rb none

[CL 14837715 by Josh Adams in ue5-main branch]
2020-12-02 15:22:18 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00