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#rb none #jira UE-77229 #lockdown cristina.riveron [CL 8102577 by Aaron McLeran in 4.23 branch]
107 lines
4.3 KiB
C++
107 lines
4.3 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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WindowsTargetSettings.h: Declares the UWindowsTargetSettings class.
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Object.h"
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#include "WindowsTargetSettings.generated.h"
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UENUM()
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enum class EMinimumSupportedOS : uint8
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{
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MSOS_Vista = 0 UMETA(DisplayName = "Windows Vista"),
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};
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UENUM()
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enum class ECompilerVersion : uint8
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{
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Default = 0,
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VisualStudio2015 = 1 UMETA(DisplayName = "Visual Studio 2015 (deprecated)"),
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VisualStudio2017 = 2 UMETA(DisplayName = "Visual Studio 2017"),
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VisualStudio2019 = 3 UMETA(DisplayName = "Visual Studio 2019"),
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};
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UENUM()
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enum class EDefaultGraphicsRHI : uint8
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{
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DefaultGraphicsRHI_Default = 0 UMETA(DisplayName = "Default"),
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DefaultGraphicsRHI_DX11 = 1 UMETA(DisplayName = "DirectX 11"),
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DefaultGraphicsRHI_DX12 = 2 UMETA(DisplayName = "DirectX 12"),
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DefaultGraphicsRHI_Vulkan = 3 UMETA(DisplayName = "Vulkan"),
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};
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/**
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* Implements the settings for the Windows target platform. The first instance of this class is initialized in
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* WindowsTargetPlatform, really early during the startup sequence before the CDO has been constructed, so its config
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* settings are read manually from there.
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*/
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UCLASS(config=Engine, defaultconfig)
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class WINDOWSTARGETPLATFORM_API UWindowsTargetSettings
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: public UObject
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{
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public:
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GENERATED_UCLASS_BODY()
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/** The compiler version to use for this project. May be different to the chosen IDE. */
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UPROPERTY(EditAnywhere, config, Category="Toolchain", Meta=(DisplayName="Compiler Version"))
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ECompilerVersion Compiler;
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/**
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* The collection of RHI's we want to support on this platform.
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* This is not always the full list of RHI we can support.
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*/
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UPROPERTY(EditAnywhere, config, Category=Rendering)
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TArray<FString> TargetedRHIs;
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/**
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* Default Graphics RHI. Select which RHIto use. Make sure its also selected as a Targeted RHI
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* Requires Editor restart
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*/
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UPROPERTY(EditAnywhere, config, Category="Targeted RHIs", Meta = (DisplayName = "Default RHI"))
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EDefaultGraphicsRHI DefaultGraphicsRHI;
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/**
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* Determine the minimum supported
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*/
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UPROPERTY(EditAnywhere, config, Category="OS Info", Meta=(DisplayName = "Minimum OS Version"))
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EMinimumSupportedOS MinimumOSVersion;
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/** Sample rate to run the audio mixer with. */
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UPROPERTY(config, EditAnywhere, Category = "Audio", Meta = (DisplayName = "Audio Mixer Sample Rate"))
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int32 AudioSampleRate;
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/** The amount of audio to compute each callback block. Lower values decrease latency but may increase CPU cost. */
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UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "64", ClampMax = "4096", DisplayName = "Callback Buffer Size"))
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int32 AudioCallbackBufferFrameSize;
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/** The number of buffers to keep enqueued. More buffers increases latency, but can compensate for variable compute availability in audio callbacks on some platforms. */
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UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "1", UIMin = "1", DisplayName = "Number of Buffers To Enqueue"))
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int32 AudioNumBuffersToEnqueue;
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/** The max number of channels (voices) to limit for this platform. The max channels used will be the minimum of this value and the global audio quality settings. A value of 0 will not apply a platform channel count max. */
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UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "0", UIMin = "0", DisplayName = "Max Channels"))
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int32 AudioMaxChannels;
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/** The number of workers to use to compute source audio. Will only use up to the max number of sources. Will evenly divide sources to each source worker. */
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UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "0", UIMin = "0", DisplayName = "Number of Source Workers"))
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int32 AudioNumSourceWorkers;
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/** Which of the currently enabled spatialization plugins to use on Windows. */
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UPROPERTY(config, EditAnywhere, Category = "Audio")
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FString SpatializationPlugin;
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/** Which of the currently enabled reverb plugins to use on Windows. */
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UPROPERTY(config, EditAnywhere, Category = "Audio")
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FString ReverbPlugin;
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/** Which of the currently enabled occlusion plugins to use on Windows. */
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UPROPERTY(config, EditAnywhere, Category = "Audio")
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FString OcclusionPlugin;
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};
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