Files
UnrealEngineUWP/Engine/Plugins/Runtime/AndroidFileServer/Source/AndroidFileServerEditor/Public/AndroidFileServerRuntimeSettings.h
chris babcock ec3eec2264 Fix EditCondition error in AndroidFileServer project settings
Change "Enable Plugin" to "Use AndroidFileServer" to reduce confusion with Plugin Settings

#jira UE-147898
#android
[REVIEW] Jack.Porter
#rb Jack.Porter
#preflight 625f4b9173187d30d07f8121
#lockdown Mitchell.Wilson

#ROBOMERGE-AUTHOR: chris.babcock
#ROBOMERGE-SOURCE: CL 19829077 in //UE5/Release-5.0/... via CL 19829809
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v940-19807014)

[CL 19835389 by chris babcock in ue5-main branch]
2022-04-20 14:49:43 -04:00

84 lines
3.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "Engine/EngineTypes.h"
#include "AndroidFileServerRuntimeSettings.generated.h"
/**
* Implements the settings for the AndroidFileServer plugin.
*/
UENUM()
namespace EAFSConnectionType
{
enum Type
{
USBOnly = 0 UMETA(DisplayName = "USB only"),
NetworkOnly = 1 UMETA(DisplayName = "Network only"),
Combined = 2 UMETA(DisplayName = "USB and Network combined"),
};
}
UCLASS(Config = Engine, DefaultConfig)
class UAndroidFileServerRuntimeSettings : public UObject
{
GENERATED_UCLASS_BODY()
// Enable Android FileServer for packaged builds and quick launch
UPROPERTY(EditAnywhere, config, Category = Packaging, Meta = (DisplayName = "Use AndroidFileServer"))
bool bEnablePlugin;
// Allow FileServer connection using network
UPROPERTY(EditAnywhere, config, Category = Packaging, Meta = (EditCondition = "bEnablePlugin"))
bool bAllowNetworkConnection;
// Optional security token required to start FileServer (leave empty to disable)
UPROPERTY(EditAnywhere, config, Category = Packaging, Meta = (EditCondition = "bEnablePlugin"))
FString SecurityToken;
// Embed FileServer in Shipping builds
UPROPERTY(EditAnywhere, config, Category = Packaging, Meta=(EditCondition = "bEnablePlugin"))
bool bIncludeInShipping;
// Allow FileServer to be started in Shipping builds with UnrealAndroidFileTool
UPROPERTY(EditAnywhere, config, Category = Packaging, Meta = (EditCondition = "bEnablePlugin && bIncludeInShipping"))
bool bAllowExternalStartInShipping;
// Compile standalone AFS project
UPROPERTY(EditAnywhere, config, Category = Packaging, Meta=(EditCondition = "bEnablePlugin"))
bool bCompileAFSProject;
// Enable compression during data transfer
UPROPERTY(EditAnywhere, config, Category = Deployment, Meta=(EditCondition = "bEnablePlugin"))
bool bUseCompression;
// Log files transferred
UPROPERTY(EditAnywhere, config, Category = Deployment, Meta=(EditCondition = "bEnablePlugin"))
bool bLogFiles;
// Report transfer rate statistics
UPROPERTY(EditAnywhere, config, Category = Deployment, Meta=(EditCondition = "bEnablePlugin"))
bool bReportStats;
// How to connect to file server (USB cable, Network, or combined)
UPROPERTY(EditAnywhere, config, Category = Connection, Meta=(EditCondition = "bEnablePlugin"))
TEnumAsByte<EAFSConnectionType::Type> ConnectionType;
// Use manual IP address instead of automatic query from device (only for single device deploys!)
UPROPERTY(EditAnywhere, config, Category = Connection, Meta=(EditCondition = "ConnectionType == EAFSConnectionType::NetworkOnly || ConnectionType == EAFSConnectionType::Combined"), Meta=(DisplayName = "Use Manual IP Address?"))
bool bUseManualIPAddress;
// IP address of device to use
UPROPERTY(EditAnywhere, config, Category = Connection, Meta=(EditCondition = "bUseManualIPAddress"), Meta=(DisplayName = "Manual IP Address"))
FString ManualIPAddress;
private:
// UObject interface
virtual void PostInitProperties() override;
};