Files
UnrealEngineUWP/Engine/Source/Developer/HTML5/HTML5PlatformEditor/Classes/HTML5TargetSettings.h
Ankit Khare bd63d0b413 UEPLAT-790: One click integeration with CDNs #html5
This allows the build to be uploaded Amazon S3 during packaging. the game http link can directly shared with other people.  This does not depend on AMZ SDK and only uses REST API.

[CL 2611867 by Ankit Khare in Main branch]
2015-07-06 19:26:15 -04:00

92 lines
2.9 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;
/**
* 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;
};