// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. /*============================================================================= HTML5TargetSettings.h: Declares the UHTML5TargetSettings class. =============================================================================*/ #pragma once #include "HTML5TargetSettings.generated.h" USTRUCT() struct FHTML5LevelTransitions { GENERATED_USTRUCT_BODY() UPROPERTY(EditAnywhere, Category = HTML5_LevelTransitions, Meta = (DisplayName = "From Map")) FFilePath MapFrom; UPROPERTY(EditAnywhere, Category = HTML5_LevelTransitions, Meta = (DisplayName = "To Map")) FFilePath MapTo; }; /** * Implements the settings for the HTML5 target platform. */ UCLASS(config=Engine, defaultconfig) class HTML5PLATFORMEDITOR_API UHTML5TargetSettings : public UObject { public: GENERATED_UCLASS_BODY() /** * Setting to control HTML5 Heap size (in Development) */ UPROPERTY(GlobalConfig, EditAnywhere, Category=Memory, Meta = (DisplayName = "Development Heap Size (in MB)", ClampMin="1", ClampMax="4096")) int32 HeapSizeDevelopment; /** * Setting to control HTML5 Heap size */ UPROPERTY(GlobalConfig, EditAnywhere, Category=Memory, Meta = (DisplayName = "Heap Size (in MB)", ClampMin="1", ClampMax="4096")) int32 HeapSizeShipping; /** * Port to use when deploying game from the editor */ UPROPERTY(GlobalConfig, EditAnywhere, Category=Memory, Meta = (DisplayName = "Port to use when deploying game from the editor", ClampMin="49152", ClampMax="65535")) int32 DeployServerPort; /** * Use a loading level and download maps during transitions. */ UPROPERTY(GlobalConfig, EditAnywhere, Category = Packaging, Meta = (DisplayName = "Download maps on the fly [experimental]")) bool UseAsyncLevelLoading; /** * Generate Delta Pak files for these level transitions. */ UPROPERTY(GlobalConfig, EditAnywhere, Category = Packaging, Meta = (DisplayName = "Level transitions for delta paks [experimental,depends on download maps]")) TArray LevelTransitions; UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Upload builds to Amazon S3 when packaging")) bool UploadToS3; /** * Required */ UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Key ID")) FString S3KeyID; /** * Required */ UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Secret Access Key")) FString S3SecretAccessKey; /** * Required */ UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Bucket Name")) FString S3BucketName; /** * Provide another level of nesting beyond the bucket. Can be left empty, defaults to game name. */ UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Nested Folder Name")) FString S3FolderName; };