Files
UnrealEngineUWP/Engine/Source/Developer/HTML5/HTML5PlatformEditor/Classes/HTML5TargetSettings.h
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

92 lines
2.9 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
HTML5TargetSettings.h: Declares the UHTML5TargetSettings class.
=============================================================================*/
#pragma once
#include "HTML5TargetSettings.generated.h"
USTRUCT()
struct FHTML5LevelTransitions
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, Category = HTML5_LevelTransitions, Meta = (DisplayName = "From Map"))
FFilePath MapFrom;
UPROPERTY(EditAnywhere, Category = HTML5_LevelTransitions, Meta = (DisplayName = "To Map"))
FFilePath MapTo;
};
/**
* Implements the settings for the HTML5 target platform.
*/
UCLASS(config=Engine, defaultconfig)
class HTML5PLATFORMEDITOR_API UHTML5TargetSettings
: public UObject
{
public:
GENERATED_UCLASS_BODY()
/**
* Setting to control HTML5 Heap size (in Development)
*/
UPROPERTY(GlobalConfig, EditAnywhere, Category=Memory, Meta = (DisplayName = "Development Heap Size (in MB)", ClampMin="1", ClampMax="4096"))
int32 HeapSizeDevelopment;
/**
* Setting to control HTML5 Heap size
*/
UPROPERTY(GlobalConfig, EditAnywhere, Category=Memory, Meta = (DisplayName = "Heap Size (in MB)", ClampMin="1", ClampMax="4096"))
int32 HeapSizeShipping;
/**
* Port to use when deploying game from the editor
*/
UPROPERTY(GlobalConfig, EditAnywhere, Category=Memory, Meta = (DisplayName = "Port to use when deploying game from the editor", ClampMin="49152", ClampMax="65535"))
int32 DeployServerPort;
/**
* Use a loading level and download maps during transitions.
*/
UPROPERTY(GlobalConfig, EditAnywhere, Category = Packaging, Meta = (DisplayName = "Download maps on the fly [experimental]"))
bool UseAsyncLevelLoading;
/**
* Generate Delta Pak files for these level transitions.
*/
UPROPERTY(GlobalConfig, EditAnywhere, Category = Packaging, Meta = (DisplayName = "Level transitions for delta paks [experimental,depends on download maps]"))
TArray<FHTML5LevelTransitions> LevelTransitions;
UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Upload builds to Amazon S3 when packaging"))
bool UploadToS3;
/**
* Required
*/
UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Key ID"))
FString S3KeyID;
/**
* Required
*/
UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Secret Access Key"))
FString S3SecretAccessKey;
/**
* Required
*/
UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Amazon S3 Bucket Name"))
FString S3BucketName;
/**
* Provide another level of nesting beyond the bucket. Can be left empty, defaults to game name.
*/
UPROPERTY(GlobalConfig, EditAnywhere, Category = Amazon_S3, Meta = (DisplayName = "Nested Folder Name"))
FString S3FolderName;
};