Files
UnrealEngineUWP/Engine/Plugins/Experimental/PythonScriptPlugin/Source/PythonScriptPlugin/Private/PythonScriptPluginSettings.h
Thomas Sarkanen 474bc576ee Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 5236305
#rb none
#jira none

[CL 5236785 by Thomas Sarkanen in Dev-Anim branch]
2019-02-28 04:41:36 -05:00

66 lines
3.0 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/EngineTypes.h"
#include "Engine/DeveloperSettings.h"
#include "PythonScriptPluginSettings.generated.h"
/**
* Configure the Python plug-in.
*/
UCLASS(config=Engine, defaultconfig)
class UPythonScriptPluginSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
UPythonScriptPluginSettings();
#if WITH_EDITOR
//~ UObject interface
virtual bool CanEditChange(const UProperty* InProperty) const override;
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
//~ UDeveloperSettings interface
virtual FText GetSectionText() const override;
#endif
/** Array of Python scripts to run at start-up (run before the first Tick after the Engine has initialized). */
UPROPERTY(config, EditAnywhere, Category=Python, meta=(ConfigRestartRequired=true, MultiLine=true))
TArray<FString> StartupScripts;
/** Array of additional paths to add to the Python system paths. */
UPROPERTY(config, EditAnywhere, Category=Python, meta=(ConfigRestartRequired=true, RelativePath))
TArray<FDirectoryPath> AdditionalPaths;
/** Should Developer Mode be enabled on the Python interpreter (will enable extra warnings (eg, for deprecated code), and enable stub code generation for use with external IDEs). */
UPROPERTY(config, EditAnywhere, Category=Python, meta=(ConfigRestartRequired=true))
bool bDeveloperMode;
/** Should remote Python execution be enabled? */
UPROPERTY(config, EditAnywhere, Category=PythonRemoteExecution, meta=(DisplayName="Enable Remote Execution?"))
bool bRemoteExecution;
/** The multicast group endpoint (in the form of IP_ADDRESS:PORT_NUMBER) that the UDP multicast socket should join */
UPROPERTY(config, EditAnywhere, Category=PythonRemoteExecution, AdvancedDisplay, meta=(DisplayName="Multicast Group Endpoint"))
FString RemoteExecutionMulticastGroupEndpoint;
/** The adapter address that the UDP multicast socket should bind to, or 0.0.0.0 to bind to all adapters */
UPROPERTY(config, EditAnywhere, Category=PythonRemoteExecution, AdvancedDisplay, meta=(DisplayName="Multicast Bind Address"))
FString RemoteExecutionMulticastBindAddress;
/** Size of the send buffer for the remote endpoint connection */
UPROPERTY(config, EditAnywhere, Category=PythonRemoteExecution, AdvancedDisplay, meta=(DisplayName="Send Buffer Size", Units="Bytes"))
int32 RemoteExecutionSendBufferSizeBytes;
/** Size of the receive buffer for the remote endpoint connection */
UPROPERTY(config, EditAnywhere, Category=PythonRemoteExecution, AdvancedDisplay, meta=(DisplayName="Receive Buffer Size", Units="Bytes"))
int32 RemoteExecutionReceiveBufferSizeBytes;
/** The TTL that the UDP multicast socket should use (0 is limited to the local host, 1 is limited to the local subnet) */
UPROPERTY(config, EditAnywhere, Category=PythonRemoteExecution, AdvancedDisplay, meta=(DisplayName="Multicast Time-To-Live"))
uint8 RemoteExecutionMulticastTtl;
};