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Up until this change, project settings caused a lot of confusion amongst users, because they were changed to the user's local INI files. The local INI files, however, would be ignored when packaging a project, which means that local setting changes would not be applied to a packaged project and cause unexpected behavior. With this change the project settings will always save to the default INI file and will therefore be included in packaged projects. We will see how this works out for everyone, and we may change this behavior to something else if we can come up with a better, more intuitive workflow for project settings. Upgrade Notes: - If you have changes for Project Settings in your local INI files, you may want to 'Set as Default' in the Editor and then delete the local INI - The default INI files (i.e. DefaultEngine.ini) of your project need to be writable. If you use source control, make sure you check out the corresponding files before changing project settings [CL 2066019 by Max Preussner in Main branch]
118 lines
3.2 KiB
C++
118 lines
3.2 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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GameMapsSettings.h: Declares the UGameMapsSettings class.
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=============================================================================*/
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#pragma once
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#include "GameMapsSettings.generated.h"
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UENUM()
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namespace ETwoPlayerSplitScreenType
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{
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enum Type
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{
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Horizontal,
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Vertical
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};
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}
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UENUM()
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namespace EThreePlayerSplitScreenType
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{
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enum Type
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{
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FavorTop,
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FavorBottom
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};
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}
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UCLASS(config=Engine, defaultconfig)
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class ENGINESETTINGS_API UGameMapsSettings
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: public UObject
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{
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GENERATED_UCLASS_BODY()
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/**
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* Get the default map specified in the settings.
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* Makes a choice based on running as listen server/client vs dedicated server
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*
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* @return the default map specified in the settings
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*/
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static const FString& GetGameDefaultMap( );
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/**
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* Get the global default game type specified in the configuration
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* Makes a choice based on running as listen server/client vs dedicated server
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*
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* @return the proper global default game type
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*/
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static const FString& GetGlobalDefaultGameMode( );
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/**
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* Set the default map to use (see GameDefaultMap below)
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*
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* @param NewMap name of valid map to use
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*/
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static void SetGameDefaultMap( const FString& NewMap );
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public:
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/**
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* If set, this map will be loaded when the Editor starts up.
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*/
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UPROPERTY(config, EditAnywhere, Category=DefaultMaps)
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FString EditorStartupMap;
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/**
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* The default options that will be appended to a map being loaded.
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*/
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UPROPERTY(config, EditAnywhere, Category=DefaultMaps, AdvancedDisplay)
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FString LocalMapOptions;
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/**
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* The map loaded when transition from one map to another.
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*/
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UPROPERTY(config, EditAnywhere, Category=DefaultMaps, AdvancedDisplay)
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FString TransitionMap;
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UPROPERTY(config, EditAnywhere, Category=LocalMultiplayer)
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bool bUseSplitscreen;
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UPROPERTY(config, EditAnywhere, Category=LocalMultiplayer, meta=(editcondition="bUseSplitScreen"))
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TEnumAsByte<ETwoPlayerSplitScreenType::Type> TwoPlayerSplitscreenLayout;
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UPROPERTY(config, EditAnywhere, Category=LocalMultiplayer, meta=(editcondition="bUseSplitScreen"))
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TEnumAsByte<EThreePlayerSplitScreenType::Type> ThreePlayerSplitscreenLayout;
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private:
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/**
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* The map that will be loaded by default when no other map is loaded.
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*/
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UPROPERTY(config, EditAnywhere, Category=DefaultMaps)
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FString GameDefaultMap;
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/**
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* The map that will be loaded by default when no other map is loaded (DEDICATED SERVER).
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*/
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UPROPERTY(config, EditAnywhere, Category=DefaultMaps, AdvancedDisplay)
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FString ServerDefaultMap;
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/**
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* GameMode to use if not specified in any other way. (e.g. per-map DefaultGameMode or on the URL).
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*/
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UPROPERTY(config, noclear, EditAnywhere, Category=DefaultModes, meta=(MetaClass="GameMode", DisplayName="Default GameMode"))
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FStringClassReference GlobalDefaultGameMode;
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/**
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* GameMode to use if not specified in any other way. (e.g. per-map DefaultGameMode or on the URL) (DEDICATED SERVERS).
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*/
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UPROPERTY(config, EditAnywhere, Category=DefaultModes, meta=(MetaClass="GameMode"), AdvancedDisplay)
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FStringClassReference GlobalDefaultServerGameMode;
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};
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