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#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3235199 on 2016/12/14 by Joe.Barnes
Fix new compile error for missing #define
Change 3235340 on 2016/12/14 by Arciel.Rekman
Linux: refactor of some PlatformMisc functions.
- RootDir() removed since it was a no-op.
- Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir.
- Change by CengizT,
Change 3237014 on 2016/12/15 by Michael.Trepka
Fixed a crash in FChunkCacheWorker constructor
Change 3238305 on 2016/12/16 by Josh.Adams
- Added a None option to the FKey customization, unless the FKey property had NoClear on it
Change 3240823 on 2016/12/20 by Josh.Stoddard
Device profiles don't work for iPadPro 9.7 and 12.9
#jira UE-39943
Change 3241103 on 2016/12/20 by Alicia.Cano
Android support from Visual Studio
#jira UEPLAT-1421
#android
Change 3241357 on 2016/12/20 by Chris.Babcock
Add gameActivityOnNewIntentAddtions section to Android UPL
#jira UE-38986
#PR #2969
#ue4
#android
Change 3241941 on 2016/12/21 by Alicia.Cano
Build Fix
Change 3249832 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249837 on 2017/01/06 by Nick.Shin
black box issues fixed:
use device pixel ratio during width and height checks
and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3249988 on 2017/01/06 by Josh.Adams
- Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread
#jira UE-40305, UE-39291, UE-40113
Change 3253720 on 2017/01/11 by Josh.Adams
- Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini
- See SwitchRuntimeSettings.h / GetConfigOverridePlatform()
- Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings).
- See UObject::GetDefaultConfigFilename()
- Updated some minor ShooterGame switch settings while cleaning this up
Change 3254162 on 2017/01/11 by Daniel.Lamb
Avoid trying to load empty package names.
Fixed issue with iterative ini files being unparseable if they inlcude a colon in them.
#jira UE-40257, UE-35001
#test Cook QAGame
Change 3255309 on 2017/01/12 by Daniel.Lamb
In the derived datacache commandlet wait for texture building to finish before we GC.
#test DDC QAGame
Change 3255311 on 2017/01/12 by Daniel.Lamb
Removed debug logging for shader compilation.
Issue hasn't occured in a while and the logging is annoying.
#test Cook QAGame
Change 3257024 on 2017/01/13 by Josh.Adams
- Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook.
#jira UE-38691
Change 3259636 on 2017/01/16 by Josh.Adams
- Fixed split screen render issue with payer 2 getting no geometry
#jira UE-40684
Change 3260159 on 2017/01/17 by Ben.Marsh
Added extra logging when deleting a directory fails during ReconcileWorkspace.
Change 3260300 on 2017/01/17 by Ben.Marsh
More logging for cleaning workspaces.
Change 3261056 on 2017/01/17 by Daniel.Lamb
Cook on the fly builds now resolve string asset references.
#test Trivial
Change 3262803 on 2017/01/18 by Joe.Graf
Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins
Change 3262852 on 2017/01/18 by Joe.Graf
Fixed the bad robomerge
Don't try to regenerate projects when adding a content only plugin to a content only project
Change 3264930 on 2017/01/19 by Joe.Barnes
#include some header files needed when building UFE.
Change 3265728 on 2017/01/20 by Will.Fissler
PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content.
Change 3267188 on 2017/01/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3267439 on 2017/01/22 by Arciel.Rekman
Fix Dev-Platform build.
- Fixed just to have it compile; perhaps a proper fix is needed.
- Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one).
Change 3267556 on 2017/01/23 by Arciel.Rekman
Linux: fix MoveFile to work across file systems.
- PR #3141 with slight changes.
Change 3267843 on 2017/01/23 by Arciel.Rekman
Remove name collision (macro vs libc++).
- Redoing CL 3259310.
Change 3267850 on 2017/01/23 by Arciel.Rekman
Fix wrong always true condition.
- PLATFORM_LINUX is always defined, but can be 0.
Change 3268048 on 2017/01/23 by Daniel.Lamb
Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
#test Rebuild lighting Paragon
Change 3268403 on 2017/01/23 by Josh.Adams
#BUILDUPGRADENOTES
- Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations)
- Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS!
Change 3272441 on 2017/01/25 by Chris.Babcock
Fixed documentation error in UnrealPluginLanguage
#ue4
#android
Change 3272478 on 2017/01/25 by Chris.Babcock
Fix another documentation error in UnrealPluginLanguage
#ue4
Change 3272826 on 2017/01/25 by Chris.Babcock
Google Cloud Messaging plugin for Android
#jira UEPLAT-1458
#ue4
#android
Change 3272839 on 2017/01/25 by Chris.Babcock
Fix name of Google Cloud Messaging Sender ID
#ue4
#android
Change 3273837 on 2017/01/26 by Daniel.Lamb
Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it.
Instead crash as this is a loss of content situation.
#test Cook paragon cook qagame
Change 3274122 on 2017/01/26 by Alicia.Cano
Runtime permissions support on Android
- Removing certain permissions
#jira UE-38512
#android
Change 3274311 on 2017/01/26 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3274794 on 2017/01/27 by Arciel.Rekman
Linux: fix installed SDK check (UE-40392).
- Pull request #3111 by rubu.
Change 3274803 on 2017/01/27 by Arciel.Rekman
Linux: added few more exceptions to .gitignore (UE-39612).
- Pull request #3026 by ardneran.
Change 3276247 on 2017/01/27 by Nick.Shin
HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize
note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer
#jira UE-34753 Zen Garden cannot compile in HTML5
#jira UE-40815 Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'.
Change 3276347 on 2017/01/27 by dan.reynolds
Android Streaming Test Content
Change 3276682 on 2017/01/29 by Nick.Shin
HTML5 thirdparty build scripts
- fix up what looks like a bad merge
- allow linux to also build these libs
- fixed harfbuzz to use freetype2-2.6 when building HTML5 libs
- tested on mac, linux, and windows (git-bash)
Change 3276796 on 2017/01/29 by Nick.Shin
HTML5 thirdparty (python) build scripts
- linux patches from mozilla's jukka
- tested on mac and, linux, and windows (git-bash)
part of:
#jira UEPLAT-1437 (4.16) Switch [to] web assembly
Change 3276803 on 2017/01/29 by Nick.Shin
HTML5 thirdparty build scripts
- getting ready to build with (new toolchain that has) wasm support
- minor fix to handle whitespace in project path
- tested on mac and, linux, and windows (git-bash)
part of:
#jira UEPLAT-1437 (4.16) Switch [to] web assembly
Change 3278007 on 2017/01/30 by Arciel.Rekman
SteamVR: whitelist for Linux.
- Makes Blueprint functions available in Linux builds, even if stubbed.
- Can be probably whitelisted for Mac too.
Change 3278172 on 2017/01/30 by Arciel.Rekman
Do not rebuild UnrealPak locally (UE-41285).
Change 3279873 on 2017/01/31 by Brent.Pease
+ Implement streaming in Vorbis
+ Add streaming to Android audio
+ Fix audio streaming chunk race condition
Change 3280063 on 2017/01/31 by Brent.Pease
GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices
#2949
#jira UE-38829
Change 3280072 on 2017/01/31 by Brent.Pease
PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan)
https://github.com/EpicGames/UnrealEngine/pull/2889
#jira ue-37874
#2889
Change 3280091 on 2017/01/31 by Arciel.Rekman
Linux: fix "unable to make writable" toast (UE-37228).
- Also fixed other platforms that returned inverted the error result.
Change 3280624 on 2017/01/31 by Brent.Pease
PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal)
https://github.com/EpicGames/UnrealEngine/pull/2891
#2891
#jira ue-37891
Change 3280625 on 2017/01/31 by Brent.Pease
GitHub 2576 - Fix UIImagePickerController crash
#2576
#jira UE-328888
Change 3281618 on 2017/02/01 by Josh.Adams
- Fixed hopeful compile error with missing inlcude
#jira UE-41415
Change 3282277 on 2017/02/01 by Josh.Adams
- Support 0.12.16 and 1.1.1 (the first versions that can share Oasis)
Change 3282441 on 2017/02/01 by Arciel.Rekman
Fix Linux editor splash screen (UE-28123).
Change 3282580 on 2017/02/01 by Nick.Shin
HTML5 - fix "firefox nighly" issue with:
failed to compile wasm module: CompileError: at offset XXX: initial memory size too big:
WARNING: this greatly impacts (in browser) compile times
Change 3285991 on 2017/02/03 by Chris.Babcock
Fix executable path for stripping Android debug symbols (handle non-Windows properly)
#jira UE-41238
#ue4
#android
Change 3286406 on 2017/02/03 by Chris.Babcock
Save and restore texture filtering for movie playback in all cases
#jira UE-41565
#ue4
#android
Change 3286800 on 2017/02/04 by Chris.Babcock
Fix executable path for stripping Android debug symbols (handle non-Windows properly)
#jira UE-41238
#ue4
#android
Change 3288598 on 2017/02/06 by Arciel.Rekman
CodeLite fixes.
- Use *-Linux-Debug binary for Debug configuration.
- Fix virtual paths.
Change 3288864 on 2017/02/06 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
- Note, Switch is known to not boot with this, fix coming next
Change 3289364 on 2017/02/06 by Josh.Adams
[BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string.
- Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files
- This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects)
- Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information
- Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure.
- Added FConfigFile::GetArray (previous was only on FConfigCacheIni)
Change 3289796 on 2017/02/07 by Arciel.Rekman
Linux: remove leftover CEF build script.
Change 3289872 on 2017/02/07 by Arciel.Rekman
Linux: install MIME types (UE-40954).
- Pull request #3154 by RicardoEPRodrigues.
Change 3289915 on 2017/02/07 by Josh.Adams
- Fixed CIS warnings
Change 3289916 on 2017/02/07 by Arciel.Rekman
Linux: remove -opengl4 from the default invocation.
Change 3290009 on 2017/02/07 by Gil.Gribb
UE4 - Fixed boot time EDL causing some issues even when it wasn't being used.
Change 3290120 on 2017/02/07 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3290948 on 2017/02/07 by Arciel.Rekman
Linux: fix crash when clicking on question mark (UE-41634).
- Symbol interposition problem (proper fix is still to be investigated).
(Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform)
Change 3291074 on 2017/02/07 by Arciel.Rekman
Speculative build fix.
Change 3292028 on 2017/02/08 by Josh.Adams
- Fixed Incremental CIS build failures
Change 3292105 on 2017/02/08 by Nick.Shin
emcc.py - change warning to info
#jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings
Change 3292201 on 2017/02/08 by JohnHenry.Carawon
Change comment to fix XML warning when generating project files on Linux
Change 3292242 on 2017/02/08 by Arciel.Rekman
Linux: avoid unnecessary dependency on CEF (UE-41634).
- Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets).
- Also disable CEF compilation for ShaderCompileWorker.
- Based on CL 3292077 in 4.15.
Change 3292559 on 2017/02/08 by Josh.Adams
- Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES)
Change 3294333 on 2017/02/09 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3294506 on 2017/02/09 by Josh.Adams
- Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire
#jira UE-41710
Change 3294984 on 2017/02/09 by Josh.Adams
- Worked around the remote compiling issue with code-based projects on a different drive than the engine
#jira UE-41704
Change 3295056 on 2017/02/09 by Josh.Adams
- Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename
Change 3295161 on 2017/02/09 by Josh.Adams
- Fixed new bug when buildin native ios that was caused by a remote compile break
Change 3295229 on 2017/02/09 by Josh.Adams
- Fixed a crash in clothing on platforms that don't support clothing
#jira UE-41830
[CL 3295859 by Josh Adams in Main branch]
427 lines
21 KiB
C++
427 lines
21 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "Engine/EngineTypes.h"
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#include "AndroidRuntimeSettings.generated.h"
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UENUM()
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namespace EAndroidAntVerbosity
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{
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enum Type
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{
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/** Extra quiet logging (-quiet), errors will be logged by second run at normal verbosity. */
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Quiet,
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/** Normal logging (no options) */
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Normal,
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/** Extra verbose logging (-verbose) */
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Verbose,
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};
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}
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UENUM()
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namespace EAndroidScreenOrientation
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{
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// IF THIS CHANGES, MAKE SURE TO UPDATE UEDeployAndroid.cs, ConvertOrientationIniValue()!
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enum Type
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{
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/** Portrait orientation (the display is taller than it is wide). */
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Portrait,
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/** Portrait orientation rotated 180 degrees. */
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ReversePortrait,
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/** Use either portrait or reverse portrait orientation, where supported by the device, based on the device orientation sensor. */
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SensorPortrait,
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/** Landscape orientation (the display is wider than it is tall). */
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Landscape,
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/** Landscape orientation rotated 180 degrees. */
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ReverseLandscape,
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/** Use either landscape or reverse landscape orientation, based on the device orientation sensor. */
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SensorLandscape,
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/** Use any orientation the device normally supports, based on the device orientation sensor. */
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Sensor,
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/** Use any orientation (including ones the device wouldn't choose in Sensor mode), based on the device orientation sensor. */
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FullSensor,
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};
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}
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/** Depth buffer precision preferences */
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UENUM()
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namespace EAndroidDepthBufferPreference
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{
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// IF THIS CHANGES, MAKE SURE TO UPDATE UEDeployAndroid.cs, ConvertDepthBufferIniValue()!
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enum Type
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{
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Default = 0 UMETA(DisplayName = "Default"),
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Bits16 = 16 UMETA(DisplayName = "16-bit"),
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Bits24 = 24 UMETA(DisplayName = "24-bit"),
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Bits32 = 32 UMETA(DisplayName = "32-bit"),
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};
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}
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/** The default install location for the application */
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UENUM()
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namespace EAndroidInstallLocation
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{
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enum Type
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{
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/** Install your app only on internal device storage */
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InternalOnly,
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/** Install your app on external storage when available */
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PreferExternal,
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/** Internal storage is preferred over external, unless the interal storage is low on space */
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Auto
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};
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}
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/**
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* Holds the game-specific achievement name and corresponding ID from Google Play services.
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*/
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USTRUCT()
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struct FGooglePlayAchievementMapping
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{
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GENERATED_USTRUCT_BODY()
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/** The game-specific achievement name (the one passed in to WriteAchievement calls). */
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UPROPERTY(EditAnywhere, Category = GooglePlayServices)
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FString Name;
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/** The ID of the corresponding achievement, generated by the Google Play developer console. */
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UPROPERTY(EditAnywhere, Category = GooglePlayServices)
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FString AchievementID;
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};
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/**
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* Holds the game-specific leaderboard name and corresponding ID from Google Play services.
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*/
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USTRUCT()
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struct FGooglePlayLeaderboardMapping
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{
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GENERATED_USTRUCT_BODY()
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/** The game-specific leaderboard name (the one passed in to WriteLeaderboards calls). */
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UPROPERTY(EditAnywhere, Category = GooglePlayServices)
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FString Name;
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/** The ID of the corresponding leaderboard, generated by the Google Play developer console. */
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UPROPERTY(EditAnywhere, Category = GooglePlayServices)
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FString LeaderboardID;
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};
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UENUM()
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namespace EAndroidAudio
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{
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enum Type
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{
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Default = 0 UMETA(DisplayName = "Default", ToolTip = "This option selects the default encoder."),
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OGG = 1 UMETA(DisplayName = "Ogg Vorbis", ToolTip = "Selects Ogg Vorbis encoding."),
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ADPCM = 2 UMETA(DisplayName = "ADPCM", ToolTip = "This option selects ADPCM lossless encoding.")
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};
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}
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UENUM()
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namespace EGoogleVRMode
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{
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enum Type
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{
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Cardboard = 0 UMETA(DisplayName = "Cardboard", ToolTip = "Configure GoogleVR to run in Cardboard-only mode."),
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Daydream = 1 UMETA(DisplayName = "Daydream", ToolTip = "Configure GoogleVR to run in Daydream-only mode. In this mode, app won't be able to run on Non Daydream-ready phone."),
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DaydreamAndCardboard = 2 UMETA(DisplayName = "Daydream & Cardboard", ToolTip = "Configure GoogleVR to run in Daydream mode on Daydream-ready phone and fallback to Cardboard mode on Non Daydream-ready phone.")
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};
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}
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UENUM()
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namespace EAndroidGraphicsDebugger
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{
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enum Type
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{
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None = 0 UMETA(DisplayName = "None"),
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Mali = 1 UMETA(DisplayName = "Mali Graphics Debugger", ToolTip = "Configure for Mali Graphics Debugger."),
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Adreno = 2 UMETA(DisplayName = "Adreno Profiler", ToolTip = "Configure for Adreno Profiler.")
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};
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}
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/**
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* Implements the settings for the Android runtime platform.
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*/
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UCLASS(config=Engine, defaultconfig)
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class ANDROIDRUNTIMESETTINGS_API UAndroidRuntimeSettings : public UObject
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{
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public:
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GENERATED_UCLASS_BODY()
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// The official name of the product (same as the name you use on the Play Store web site). Note: Must have at least 2 sections separated by a period and be unique!
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UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging, Meta = (DisplayName = "Android Package Name ('com.Company.Project', [PROJECT] is replaced with project name)"))
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FString PackageName;
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// The version number used to indicate newer versions in the Store
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UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging, Meta = (DisplayName = "Store Version (1-2147483647)", ClampMin="1", ClampMax="2147483647"))
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int32 StoreVersion;
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// The visual application name displayed for end users
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UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging, Meta = (DisplayName = "Application Display Name (app_name), project name if blank"))
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FString ApplicationDisplayName;
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// The visual version displayed for end users
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UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging, Meta = (DisplayName = "Version Display Name (usually x.y)"))
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FString VersionDisplayName;
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// What OS version the app is allowed to be installed on (do not set this lower than 9)
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UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging, Meta = (DisplayName = "Minimum SDK Version (9=Gingerbread, 14=Ice Cream Sandwich, 21=Lollipop)"))
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int32 MinSDKVersion;
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// What OS version the app is expected to run on (do not set this lower than 9, set to 19 for GearVR)
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UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging, Meta = (DisplayName = "Target SDK Version (9=Gingerbread, 14=Ice Cream Sandwich, 21=Lollipop)"))
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int32 TargetSDKVersion;
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// Preferred install location for the application
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UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging)
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TEnumAsByte<EAndroidInstallLocation::Type> InstallLocation;
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// Should the data be placed into the .apk file instead of a separate .obb file. Amazon requires this to be enabled, but Google Play Store will not allow .apk files larger than 50MB, so only small games will work with this enabled.
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UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging, Meta = (DisplayName = "Package game data inside .apk?"))
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bool bPackageDataInsideApk;
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// If checked, both batch (.bat) files and shell script (.command) files will be generated, otherwise only done for the current system (default)
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UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging, Meta = (DisplayName = "Generate install files for all platforms"))
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bool bCreateAllPlatformsInstall;
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// Disable the verification of an OBB file when it is downloaded or on first start when in a distribution build.
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UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging, Meta = (DisplayName = "Disable verify OBB on first start/update."))
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bool bDisableVerifyOBBOnStartUp;
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// If checked, UE4Game files will be placed in ExternalFilesDir which is removed on uninstall.
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// You should also check this if you need to save you game progress without requesting runtime WRITE_EXTERNAL_STORAGE permission in android api 23+
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UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging, Meta = (DisplayName = "Use ExternalFilesDir for UE4Game files?"))
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bool bUseExternalFilesDir;
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// The permitted orientation of the application on the device
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UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging)
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TEnumAsByte<EAndroidScreenOrientation::Type> Orientation;
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// Level of verbosity to use during packaging with Ant
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging)
|
|
TEnumAsByte<EAndroidAntVerbosity::Type> AntVerbosity;
|
|
|
|
// Should the software navigation buttons be hidden or not
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging, Meta = (DisplayName = "Enable FullScreen Immersive on KitKat and above devices."))
|
|
bool bFullScreen;
|
|
|
|
// The preferred depth buffer bitcount for Android
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = APKPackaging, Meta = (DisplayName = "Preferred Depth Buffer format"))
|
|
TEnumAsByte<EAndroidDepthBufferPreference::Type> DepthBufferPreference;
|
|
|
|
// Any extra tags for the <manifest> node
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = AdvancedAPKPackaging, Meta = (DisplayName = "Extra Tags for <manifest> node"))
|
|
TArray<FString> ExtraManifestNodeTags;
|
|
|
|
// Any extra tags for the <application> node
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = AdvancedAPKPackaging, Meta = (DisplayName = "Extra Tags for <application> node"))
|
|
TArray<FString> ExtraApplicationNodeTags;
|
|
|
|
// Any extra tags for the com.epicgames.UE4.GameActivity <activity> node
|
|
// Any extra settings for the <application> section (an optional file <Project>/Build/Android/ManifestApplicationAdditions.txt will also be included)
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = AdvancedAPKPackaging, Meta = (DisplayName = "Extra Settings for <application> section (\\n to separate lines)"))
|
|
FString ExtraApplicationSettings;
|
|
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = AdvancedAPKPackaging, Meta = (DisplayName = "Extra Tags for UE4.GameActivity <activity> node"))
|
|
TArray<FString> ExtraActivityNodeTags;
|
|
|
|
// Any extra settings for the main <activity> section (an optional file <Project>/Build/Android/ManifestApplicationActivtyAdditions.txt will also be included)
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = AdvancedAPKPackaging, Meta = (DisplayName = "Extra Settings for <activity> section (\\n to separate lines)"))
|
|
FString ExtraActivitySettings;
|
|
|
|
// Any extra permissions your app needs (an optional file <Project>/Build/Android/ManifestRequirementsAdditions.txt will also be included,
|
|
// or an optional file <Project>/Build/Android/ManifestRequirementsOverride.txt will replace the entire <!-- Requirements --> section)
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = AdvancedAPKPackaging, Meta = (DisplayName = "Extra Permissions (e.g. 'android.permission.INTERNET')"))
|
|
TArray<FString> ExtraPermissions;
|
|
|
|
// Configure AndroidManifest.xml for GearVR
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = AdvancedAPKPackaging, Meta = (DisplayName = "Configure the AndroidManifest for deployment to GearVR"))
|
|
bool bPackageForGearVR;
|
|
|
|
// Removes Oculus Signature Files (osig) from APK if GearVR APK signed for distribution and enables entitlement checker
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = AdvancedAPKPackaging, Meta = (DisplayName = "Remove Oculus Signature Files from Distribution APK"))
|
|
bool bRemoveOSIG;
|
|
|
|
// Configure AndroidManifest.xml for Cardboard, Cardboard Advanced, or Daydream deployment. If running in Daydream-only mode, sustained performance and async reprojection are forced.
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = AdvancedAPKPackaging, Meta = (DisplayName = "Configure GoogleVR Deployment Mode"))
|
|
TEnumAsByte<EGoogleVRMode::Type> GoogleVRMode;
|
|
|
|
// Configure the Android to run in sustained performance with lower max speeds, but no FPS fluctuations due to temperature
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = AdvancedAPKPackaging, Meta = (DisplayName = "Configure GoogleVR for sustained-performance mode"))
|
|
bool bGoogleVRSustainedPerformance;
|
|
|
|
// This is the file that keytool outputs, specified with the -keystore parameter (file should be in <Project>/Build/Android)
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = DistributionSigning, Meta = (DisplayName = "Key Store (output of keytool, placed in <Project>/Build/Android)"))
|
|
FString KeyStore;
|
|
|
|
// This is the name of the key that you specified with the -alias parameter to keytool
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = DistributionSigning, Meta = (DisplayName = "Key Alias (-alias parameter to keytool)"))
|
|
FString KeyAlias;
|
|
|
|
// This is the password that you specified FOR THE KEYSTORE NOT THE KEY, when running keytool (either with -storepass or by typing it in).
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = DistributionSigning, Meta = (DisplayName = "Key Store Password (-storepass parameter to keytool)"))
|
|
FString KeyStorePassword;
|
|
|
|
// This is the password for the key that you may have specified with keytool, if it's different from the keystore password. Leave blank to use same as Keystore
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = DistributionSigning, Meta = (DisplayName = "Key Password (leave blank to use Key Store Password)"))
|
|
FString KeyPassword;
|
|
|
|
// Enable ArmV7 support? (this will be used if all type are unchecked)
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = Build, meta = (DisplayName = "Support armv7 [aka armeabi-v7a]"))
|
|
bool bBuildForArmV7;
|
|
|
|
// Enable Arm64 support?
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = Build, meta = (DisplayName = "Support arm64 [aka arm64-v8a]"))
|
|
bool bBuildForArm64;
|
|
|
|
// Enable x86 support? [CURRENTLY FOR FULL SOURCE GAMES ONLY]
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = Build, meta = (DisplayName = "Support x86"))
|
|
bool bBuildForX86;
|
|
|
|
// Enable x86-64 support? [CURRENTLY FOR FULL SOURCE GAMES ONLY]
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = Build, meta = (DisplayName = "Support x86_64 [aka x64]"))
|
|
bool bBuildForX8664;
|
|
|
|
// Enable ES2 support?
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = Build, meta = (DisplayName = "Support OpenGL ES2"))
|
|
bool bBuildForES2;
|
|
|
|
// Enable ES3.1 support?
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = Build, meta = (DisplayName = "Support OpenGL ES3.1"))
|
|
bool bBuildForES31;
|
|
|
|
// Enable ES Deferred shading support? [CURRENTLY FOR FULL SOURCE GAMES ONLY. SUPPORTED BY NVIDIA K-1 AND X-1 ONLY.]
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = Build, meta = (DisplayName = "Support OpenGL ES Deferred Shading Renderer"))
|
|
bool bBuildForESDeferred;
|
|
|
|
// Enable Vulkan rendering support?
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = Build, meta = (DisplayName = "Support Vulkan [Experimental]"))
|
|
bool bSupportsVulkan;
|
|
|
|
// If selected, the checked architectures will be split into separate .apk files [CURRENTLY FOR FULL SOURCE GAMES ONLY]
|
|
// @todo android fat binary: Currently, there isn't much utility in merging multiple .so's into a single .apk except for debugging,
|
|
// but we can't properly handle multiple GPU architectures in a single .apk, so we are disabling the feature for now
|
|
// The user will need to manually select the apk to run in their Visual Studio debugger settings (see Override APK in TADP, for instance)
|
|
// UPROPERTY(GlobalConfig, EditAnywhere, Category = Build)
|
|
// bool bSplitIntoSeparateApks;
|
|
|
|
// Should Google Play support be enabled?
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
|
|
bool bEnableGooglePlaySupport;
|
|
|
|
// The app id obtained from the Google Play Developer Console
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
|
|
FString GamesAppID;
|
|
|
|
// Mapping of game achievement names to IDs generated by Google Play.
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
|
|
TArray<FGooglePlayAchievementMapping> AchievementMap;
|
|
|
|
// Mapping of game leaderboard names to IDs generated by Google Play.
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
|
|
TArray<FGooglePlayLeaderboardMapping> LeaderboardMap;
|
|
|
|
// The unique identifier for the ad obtained from AdMob.
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
|
|
FString AdMobAdUnitID;
|
|
|
|
// Identifiers for ads obtained from AdMob
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
|
|
TArray<FString> AdMobAdUnitIDs;
|
|
|
|
// The unique identifier for this application (needed for IAP)
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices)
|
|
FString GooglePlayLicenseKey;
|
|
|
|
// The sender id obtained from Firebase Console, leave blank to disable (associate this with your app in Google Player Developer Console).
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = GooglePlayServices, meta = (DisplayName = "Google Cloud Messaging Sender ID"))
|
|
FString GCMClientSenderID;
|
|
|
|
/** Show the launch image as a startup slash screen */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = LaunchImages, meta = (DisplayName = "Show launch image"))
|
|
bool bShowLaunchImage;
|
|
|
|
/** Android Audio encoding options */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = DataCooker, meta = (DisplayName = "Audio encoding"))
|
|
TEnumAsByte<EAndroidAudio::Type> AndroidAudio;
|
|
|
|
// Several Android graphics debuggers require configuration changes to be made to your application in order to operate. Choosing an option from this menu will configure your project to work with that graphics debugger.
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = GraphicsDebugger)
|
|
TEnumAsByte<EAndroidGraphicsDebugger::Type> AndroidGraphicsDebugger;
|
|
|
|
/** The path to your Mali Graphics Debugger installation (eg C:/Program Files/ARM/Mali Developer Tools/Mali Graphics Debugger v4.2.0) */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = GraphicsDebugger)
|
|
FDirectoryPath MaliGraphicsDebuggerPath;
|
|
|
|
/** Include ETC1 textures when packaging with the Android (Multi) variant. ETC1 will be included if no other formats are selected. */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = MultiTextureFormats, meta = (DisplayName = "Include ETC1 textures"))
|
|
bool bMultiTargetFormat_ETC1;
|
|
|
|
/** Include ETC2 textures when packaging with the Android (Multi) variant. */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = MultiTextureFormats, meta = (DisplayName = "Include ETC2 textures"))
|
|
bool bMultiTargetFormat_ETC2;
|
|
|
|
/** Include DXT textures when packaging with the Android (Multi) variant. */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = MultiTextureFormats, meta = (DisplayName = "Include DXT textures"))
|
|
bool bMultiTargetFormat_DXT;
|
|
|
|
/** Include PVRTC textures when packaging with the Android (Multi) variant. */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = MultiTextureFormats, meta = (DisplayName = "Include PVRTC textures"))
|
|
bool bMultiTargetFormat_PVRTC;
|
|
|
|
/** Include ATC textures when packaging with the Android (Multi) variant. */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = MultiTextureFormats, meta = (DisplayName = "Include ATC textures"))
|
|
bool bMultiTargetFormat_ATC;
|
|
|
|
/** Include ASTC textures when packaging with the Android (Multi) variant. */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = MultiTextureFormats, meta = (DisplayName = "Include ASTC textures"))
|
|
bool bMultiTargetFormat_ASTC;
|
|
|
|
/** Priority for the ETC1 texture format when launching on device or packaging using Android_Multi. The highest priority format supported by the device will be used. Default value is 0.1. */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = TextureFormatPriorities, meta = (DisplayName = "ETC1 texture format priority"))
|
|
float TextureFormatPriority_ETC1;
|
|
|
|
/** Priority for the ETC2 texture format when launching on device or packaging using Android_Multi. The highest priority format supported by the device will be used. Default value is 0.2. */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = TextureFormatPriorities, meta = (DisplayName = "ETC2 texture format priority"))
|
|
float TextureFormatPriority_ETC2;
|
|
|
|
/** Priority for the DXT texture format when launching on device or packaging using Android_Multi. The highest priority format supported by the device will be used. Default value is 0.6. */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = TextureFormatPriorities, meta = (DisplayName = "DXT texture format priority"))
|
|
float TextureFormatPriority_DXT;
|
|
|
|
/** Priority for the PVRTC texture format when launching on device or packaging using Android_Multi. The highest priority format supported by the device will be used. Default value is 0.8. */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = TextureFormatPriorities, meta = (DisplayName = "PVRTC texture format priority"))
|
|
float TextureFormatPriority_PVRTC;
|
|
|
|
/** Priority for the ATC texture format when launching on device or packaging using Android_Multi. The highest priority format supported by the device will be used. Default value is 0.5. */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = TextureFormatPriorities, meta = (DisplayName = "ATC texture format priority"))
|
|
float TextureFormatPriority_ATC;
|
|
|
|
/** Priority for the ASTC texture format when launching on device or packaging using Android_Multi. The highest priority format supported by the device will be used. Default value is 0.9. */
|
|
UPROPERTY(GlobalConfig, EditAnywhere, Category = TextureFormatPriorities, meta = (DisplayName = "ASTC texture format priority"))
|
|
float TextureFormatPriority_ASTC;
|
|
|
|
#if WITH_EDITOR
|
|
// UObject interface
|
|
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
|
|
virtual void PostInitProperties() override;
|
|
// End of UObject interface
|
|
#endif
|
|
};
|