Files
UnrealEngineUWP/Engine/Source/Developer/HTML5/HTML5PlatformEditor/Classes/HTML5TargetSettings.h
Ankit Khare 8a2d642116 HTML5: An alternate template with accurate progress bar/UI styling etc.
[CL 2521393 by Ankit Khare in Main branch]
2015-04-22 14:26:39 -04:00

74 lines
2.3 KiB
C++

// Copyright 1998-2015 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;
/**
* Setting to control which template to use
*/
UPROPERTY(GlobalConfig, EditAnywhere, Category = Packaging, Meta = (DisplayName = "Use new template [experimental]"))
bool UseExperimentalTemplate;
/**
* 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;
};