Files
UnrealEngineUWP/Engine/Source/Runtime/Android/AndroidRuntimeSettings/Private/AndroidRuntimeSettings.cpp
Chris Babcock d2a2df1e36 Fixes for AdbMob multiple ad units
#ue4
#android
#codereview Robert.Jones

[CL 2642546 by Chris Babcock in Main branch]
2015-08-03 17:36:26 -04:00

46 lines
1.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AndroidRuntimeSettingsPrivatePCH.h"
#include "AndroidRuntimeSettings.h"
UAndroidRuntimeSettings::UAndroidRuntimeSettings(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, Orientation(EAndroidScreenOrientation::Landscape)
, bEnableGooglePlaySupport(false)
{
}
#if WITH_EDITOR
void UAndroidRuntimeSettings::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
// Ensure that at least one architecture is supported
if (!bBuildForArmV7 && !bBuildForX86 && !bBuildForX8664)// && !bBuildForArm64)
{
bBuildForArmV7 = true;
}
// Ensure that at least one GPU architecture is supported
if (!bBuildForES2 && !bBuildForES31)
{
bBuildForES2 = true;
}
}
void UAndroidRuntimeSettings::PostInitProperties()
{
Super::PostInitProperties();
// If the config has an AdMobAdUnitID then we migrate it on load and clear the value
if (!AdMobAdUnitID.IsEmpty())
{
AdMobAdUnitIDs.Add(AdMobAdUnitID);
AdMobAdUnitID.Empty();
UpdateDefaultConfigFile();
}
}
#endif