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- Changed code to support multiple ad units and the selecting thereof via blueprints including aditional nodes #codereview chris.babcock #jira ue-17404 [CL 2641722 by Robert Jones in Main branch]
43 lines
991 B
C++
43 lines
991 B
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "AndroidRuntimeSettingsPrivatePCH.h"
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#include "AndroidRuntimeSettings.h"
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UAndroidRuntimeSettings::UAndroidRuntimeSettings(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, Orientation(EAndroidScreenOrientation::Landscape)
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, bEnableGooglePlaySupport(false)
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{
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}
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#if WITH_EDITOR
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void UAndroidRuntimeSettings::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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// Ensure that at least one architecture is supported
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if (!bBuildForArmV7 && !bBuildForX86 && !bBuildForX8664)// && !bBuildForArm64)
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{
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bBuildForArmV7 = true;
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}
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// Ensure that at least one GPU architecture is supported
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if (!bBuildForES2 && !bBuildForES31)
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{
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bBuildForES2 = true;
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}
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}
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void UAndroidRuntimeSettings::MigrateData()
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{
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if (!AdMobAdUnitID.IsEmpty())
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{
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AdMobAdUnitIDs.Add(AdMobAdUnitID);
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AdMobAdUnitID.Empty();
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}
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}
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#endif
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