// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/Object.h" #include "Misc/Guid.h" #include "GeneralProjectSettings.generated.h" UCLASS(config=Game, defaultconfig) class ENGINESETTINGS_API UGeneralProjectSettings : public UObject { GENERATED_UCLASS_BODY() /** The name of the company (author, provider) that created the project. */ UPROPERTY(config, EditAnywhere, Category=Publisher) FString CompanyName; /** The distinguished name of the company (author, provider) that created the project. */ UPROPERTY(config, EditAnywhere, Category=Publisher) FString CompanyDistinguishedName; /** The project's copyright and/or trademark notices. */ UPROPERTY(config, EditAnywhere, Category=Legal) FString CopyrightNotice; /** The project's description text. */ UPROPERTY(config, EditAnywhere, Category=About) FString Description; /** The project's homepage URL. */ UPROPERTY(config, EditAnywhere, Category=Publisher) FString Homepage; /** The project's licensing terms. */ UPROPERTY(config, EditAnywhere, Category=Legal) FString LicensingTerms; /** The project's privacy policy. */ UPROPERTY(config, EditAnywhere, Category=Legal) FString PrivacyPolicy; /** The project's unique identifier. */ UPROPERTY(config, EditAnywhere, Category=About) FGuid ProjectID; /** The project's name. */ UPROPERTY(config, EditAnywhere, Category=About) FString ProjectName; /** The project's version number. */ UPROPERTY(config, EditAnywhere, Category=About) FString ProjectVersion; /** The project's support contact information. */ UPROPERTY(config, EditAnywhere, Category=Publisher) FString SupportContact; /** The project's title as displayed on the window title bar (can include the tokens {GameName}, {PlatformArchitecture}, {BuildConfiguration} or {RHIName}, which will be replaced with the specified text) */ UPROPERTY(config, EditAnywhere, Category=Displayed) FText ProjectDisplayedTitle; /** Additional data to be displayed on the window title bar in non-shipping configurations (can include the tokens {GameName}, {PlatformArchitecture}, {BuildConfiguration} or {RHIName}, which will be replaced with the specified text) */ UPROPERTY(config, EditAnywhere, Category=Displayed) FText ProjectDebugTitleInfo; /** Should the game's window preserve its aspect ratio when resized by user. */ UPROPERTY(config, EditAnywhere, Category = Settings) bool bShouldWindowPreserveAspectRatio; /** Should the game use a borderless Slate window instead of a window with system title bar and border */ UPROPERTY(config, EditAnywhere, Category = Settings) bool bUseBorderlessWindow; /** Should the game attempt to start in VR, regardless of whether -vr was set on the commandline */ UPROPERTY(config, EditAnywhere, Category = Settings) bool bStartInVR; /** This field is no longer used; @see FARSupportInterface ::StartARSession(); @see UARBlueprintLibrary::StartARSession() */ UPROPERTY() bool bStartInAR_DEPRECATED; /** No longer used; AR support is determined by included plugins */ UPROPERTY() bool bSupportAR_DEPRECATED; UPROPERTY(config, EditAnywhere, Category = Settings) bool bAllowWindowResize; UPROPERTY(config, EditAnywhere, Category = Settings) bool bAllowClose; UPROPERTY(config, EditAnywhere, Category = Settings) bool bAllowMaximize; UPROPERTY(config, EditAnywhere, Category = Settings) bool bAllowMinimize; };