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#jira horde issue 303127 #rb Josh.Adams #preflight 645e80ca2965f6ea8e085199 [CL 25456753 by calvin zheng in ue5-main branch]
84 lines
3.1 KiB
C++
84 lines
3.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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XcodeProjectSettings.h: Declares the UXcodeProjectSettings 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 "XcodeProjectSettings.generated.h"
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/**
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* Implements the settings for Xcode projects
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*/
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UCLASS(config=Engine, defaultconfig)
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class MACTARGETPLATFORM_API UXcodeProjectSettings
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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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/**
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* Enable modernized Xcode, when building from Xcode, use native Xcode for bundle generation and archiving instead of UBT
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*/
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UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (DisplayName = "Modernized Xcode"))
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bool bUseModernXcode;
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/**
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* Enable native Xcode code signing
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*/
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UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "Use Modern Code Signing"))
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bool bUseModernCodeSigning;
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/**
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* Team ID used for native Xcode code signing
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*/
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UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode && bUseModernCodeSigning", DisplayName = "Modern Code Sign Team"))
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FString ModernSigningTeam;
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/**
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* Bundle ID prefix used for native Xcode code signing
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*/
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UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode && bUseModernCodeSigning", DisplayName = "Bundle ID Prefix"))
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FString ModernSigningPrefix;
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/**
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* Bundle ID used for nativr Xcode code signing
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*/
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UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode && bUseModernCodeSigning", DisplayName = "Bundle ID"))
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FString ModernBundleIdentifier;
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/**
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* The App Category that will be used for Mac App Store submission
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*/
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UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "App Category"))
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FString AppCategory;
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/**
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* The template info.plist used for Mac game targets
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*/
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UPROPERTY(EditAnywhere, config, Category="Info.plist", meta = (EditCondition="bUseModernXcode", DisplayName = "Mac Target Info.plist"))
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FFilePath TemplateMacPlist;
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/**
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* The template info.plist used for iOS game targets
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*/
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UPROPERTY(EditAnywhere, config, Category="Info.plist", meta = (EditCondition="bUseModernXcode", DisplayName = "iOS Target Info.plist"))
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FFilePath TemplateIOSPlist;
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/**
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* The premade entitlement file used for development Mac builds
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*/
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UPROPERTY(EditAnywhere, config, Category="Entitlement", meta = (EditCondition="bUseModernXcode", DisplayName = "Development Mac Entitlement"))
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FFilePath PremadeMacEntitlements;
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/**
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* The premade entitlement file used for shipping Mac builds
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*/
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UPROPERTY(EditAnywhere, config, Category="Entitlement", meta = (EditCondition="bUseModernXcode", DisplayName = "Shipping Mac Entitlement"))
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FFilePath ShippingSpecificMacEntitlements;
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};
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