// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= XcodeProjectSettings.h: Declares the UXcodeProjectSettings class. =============================================================================*/ #pragma once #include "CoreMinimal.h" #include "UObject/Object.h" #include "XcodeProjectSettings.generated.h" /** * Implements the settings for Xcode projects */ UCLASS(config=Engine, defaultconfig) class MACTARGETPLATFORM_API UXcodeProjectSettings : public UObject { public: GENERATED_UCLASS_BODY() /** * Enable modernized Xcode, when building from Xcode, use native Xcode for bundle generation and archiving instead of UBT */ UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (DisplayName = "Modernized Xcode")) bool bUseModernXcode; /** * Enable native Xcode code signing */ UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "Use Modern Code Signing")) bool bUseModernCodeSigning; /** * Team ID used for native Xcode code signing */ UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode && bUseModernCodeSigning", DisplayName = "Modern Code Sign Team")) FString ModernSigningTeam; /** * Bundle ID prefix used for native Xcode code signing */ UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode && bUseModernCodeSigning", DisplayName = "Bundle ID Prefix")) FString ModernSigningPrefix; /** * Bundle ID used for nativr Xcode code signing */ UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode && bUseModernCodeSigning", DisplayName = "Bundle ID")) FString ModernBundleIdentifier; /** * The App Category that will be used for Mac App Store submission */ UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "App Category")) FString AppCategory; /** * The template info.plist used for Mac game targets */ UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "Template Mac Target Info.plist")) FFilePath TemplateMacPlist; /** * The template info.plist used for Mac editor targets */ UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "Template Mac Editor Info.plist")) FFilePath TemplateMacEditorPlist; /** * The template info.plist used for iOS game targets */ UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "Template iOS Target Info.plist")) FFilePath TemplateIOSPlist; /** * The premade entitlement file used for development Mac builds */ UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "Development Mac Entitlement")) FFilePath PremadeMacEntitlements; /** * The premade entitlement file used for shipping Mac builds */ UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "Shipping Mac Entitlement")) FFilePath ShippingSpecificMacEntitlements; };