Files
UnrealEngineUWP/Engine/Source/Developer/Mac/MacTargetPlatform/Classes/XcodeProjectSettings.h
calvin zheng d40dc1b67c dynamic settings enabling for Xcode project settings
#rb Josh.Adams
#preflight n/a

[CL 25188022 by calvin zheng in ue5-main branch]
2023-04-25 15:48:20 -04:00

90 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
XcodeProjectSettings.h: Declares the UXcodeProjectSettings class.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "XcodeProjectSettings.generated.h"
/**
* Implements the settings for Xcode projects
*/
UCLASS(config=Engine, defaultconfig)
class MACTARGETPLATFORM_API UXcodeProjectSettings
: public UObject
{
public:
GENERATED_UCLASS_BODY()
/**
* Enable modernized Xcode, when building from Xcode, use native Xcode for bundle generation and archiving instead of UBT
*/
UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (DisplayName = "Modernized Xcode"))
bool bUseModernXcode;
/**
* Enable native Xcode code signing
*/
UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "Use Modern Code Signing"))
bool bUseModernCodeSigning;
/**
* Team ID used for native Xcode code signing
*/
UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode && bUseModernCodeSigning", DisplayName = "Modern Code Sign Team"))
FString ModernSigningTeam;
/**
* Bundle ID prefix used for native Xcode code signing
*/
UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode && bUseModernCodeSigning", DisplayName = "Bundle ID Prefix"))
FString ModernSigningPrefix;
/**
* Bundle ID used for nativr Xcode code signing
*/
UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode && bUseModernCodeSigning", DisplayName = "Bundle ID"))
FString ModernBundleIdentifier;
/**
* The App Category that will be used for Mac App Store submission
*/
UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "App Category"))
FString AppCategory;
/**
* The template info.plist used for Mac game targets
*/
UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "Template Mac Target Info.plist"))
FFilePath TemplateMacPlist;
/**
* The template info.plist used for Mac editor targets
*/
UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "Template Mac Editor Info.plist"))
FFilePath TemplateMacEditorPlist;
/**
* The template info.plist used for iOS game targets
*/
UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "Template iOS Target Info.plist"))
FFilePath TemplateIOSPlist;
/**
* The premade entitlement file used for development Mac builds
*/
UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "Development Mac Entitlement"))
FFilePath PremadeMacEntitlements;
/**
* The premade entitlement file used for shipping Mac builds
*/
UPROPERTY(EditAnywhere, config, Category=Xcode, meta = (EditCondition="bUseModernXcode", DisplayName = "Shipping Mac Entitlement"))
FFilePath ShippingSpecificMacEntitlements;
};