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153 lines
5.3 KiB
C++
153 lines
5.3 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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HTML5TargetSettings.h: Declares the UHTML5TargetSettings class.
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "Engine/EngineTypes.h"
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#include "HTML5TargetSettings.generated.h"
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USTRUCT()
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struct FHTML5LevelTransitions
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY(EditAnywhere, Category = HTML5_LevelTransitions, Meta = (DisplayName = "From Map"))
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FFilePath MapFrom;
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UPROPERTY(EditAnywhere, Category = HTML5_LevelTransitions, Meta = (DisplayName = "To Map"))
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FFilePath MapTo;
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};
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/**
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* Implements the settings for the HTML5 target platform.
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*/
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UCLASS(config=Engine, defaultconfig)
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class HTML5PLATFORMEDITOR_API UHTML5TargetSettings
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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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/**
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* Target WebGL1 builds
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* NOTE: WebGL1 target will be going away soon...
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category=Emscripten, Meta = (DisplayName = "WebGL1 Build (else build WebGL2)"))
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bool TargetWebGL1;
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/**
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* Use IndexedDB storage
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category=Emscripten, Meta = (DisplayName = "IndexedDB storage"))
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bool EnableIndexedDB;
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/**
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* Use Fixed TimeStep
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category=Emscripten, Meta = (DisplayName = "Fixed TimeStep (i.e. use requestAnimationFrame)"))
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bool UseFixedTimeStep; // need to make a note of: answerhub 409629
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// TODO: re-enable these when they become supported in WASM
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// /**
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// * Enable SIMD
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// * NOTE 1: this does not currently work with WASM - it will be forced false in this case.
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// * NOTE 2: SIMD will be supported during WASM builds in a future emscripten release.
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// */
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// UPROPERTY(GlobalConfig, EditAnywhere, Category=Emscripten, Meta = (DisplayName = "SIMD support"))
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// bool EnableSIMD;
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// TODO: re-enable these when they become supported in WASM
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// /**
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// * Enable Multithreading
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// * NOTE 1: this is not supported currently in WASM - it will be forced false in this case.
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// * NOTE 2: Multithreading will be supported during WASM builds in a future emscripten release.
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// */
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// UPROPERTY(GlobalConfig, EditAnywhere, Category=Emscripten, Meta = (DisplayName = "Multithreading support"))
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// bool EnableMultithreading;
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/**
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* Enable Tracing (trace.h)
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category=Emscripten, Meta = (DisplayName = "Tracing support"))
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bool EnableTracing;
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// ------------------------------------------------------------
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/**
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* Compress Files
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* NOTE 1: it is also recommended to NOT enable PAK file packaging - this is currently redundant
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* NOTE 2: future emscripten version will allow separate (asset) files in a new FileSystem feature - which will make use of this (as well as PAK file) option again
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category=Packaging, Meta = (DisplayName = "Compress files during shipping packaging"))
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bool Compressed;
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// ------------------------------------------------------------
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/**
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* Port to use when deploying game from the editor
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Launch, Meta = (DisplayName = "Port to use when deploying game from the editor", ClampMin="49152", ClampMax="65535"))
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int32 DeployServerPort;
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/**
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* Generate Delta Pak files for these level transitions.
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Launch, Meta = (DisplayName = "Level transitions for delta paks [experimental,depends on download maps]"))
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TArray<FHTML5LevelTransitions> LevelTransitions;
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// ------------------------------------------------------------
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Upload builds to Amazon S3 when packaging"))
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bool UploadToS3;
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/**
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* Required
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Region", EditCondition = "UploadToS3"))
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FString S3Region;
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/**
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* Required
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Key ID", EditCondition = "UploadToS3"))
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FString S3KeyID;
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/**
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* Required
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Secret Access Key", EditCondition = "UploadToS3"))
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FString S3SecretAccessKey;
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/**
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* Required
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Bucket Name", EditCondition = "UploadToS3"))
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FString S3BucketName;
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/**
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* Provide another level of nesting beyond the bucket. Can be left empty, defaults to game name. DO NOT LEAVE A TRAILING SLASH!
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*/
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UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Nested Folder Name", EditCondition = "UploadToS3"))
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FString S3FolderName;
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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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