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Somehow one of my projects ended up with many of the same key. The code that was handling loading of these had an assumption that each key would only appear once in the list (fixed.) Example of duplicate keys that would cause this to crash: [/Script/WindowsTargetPlatform.WindowsTargetSettings] TargetedRHIs=PCD3D_SM5 TargetedRHIs=PCD3D_SM4 TargetedRHIs=PCD3D_SM5 TargetedRHIs=PCD3D_SM4 TargetedRHIs=PCD3D_SM5 TargetedRHIs=PCD3D_SM4 TargetedRHIs=PCD3D_SM5 TargetedRHIs=PCD3D_SM4 TargetedRHIs=PCD3D_SM5 TargetedRHIs=PCD3D_SM4 [CL 2510529 by Mike Fricker in Main branch]
274 lines
7.3 KiB
C++
274 lines
7.3 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if WITH_ENGINE
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#include "StaticMeshResources.h"
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#endif // WITH_ENGINE
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#define LOCTEXT_NAMESPACE "TGenericWindowsTargetPlatform"
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/**
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* Template for Windows target platforms
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*/
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template<bool HAS_EDITOR_DATA, bool IS_DEDICATED_SERVER, bool IS_CLIENT_ONLY>
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class TGenericWindowsTargetPlatform
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: public TTargetPlatformBase<FWindowsPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY> >
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{
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public:
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typedef FWindowsPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY> TProperties;
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typedef TTargetPlatformBase<TProperties> TSuper;
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/**
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* Default constructor.
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*/
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TGenericWindowsTargetPlatform( )
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{
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LocalDevice = MakeShareable(new TLocalPcTargetDevice<HAS_EDITOR_DATA>(*this));
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#if WITH_ENGINE
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FConfigCacheIni::LoadLocalIniFile(EngineSettings, TEXT("Engine"), true, *PlatformName());
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TextureLODSettings = nullptr; // These are registered by the device profile system.
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StaticMeshLODSettings.Initialize(EngineSettings);
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// Get the Target RHIs for this platform, we do not always want all those that are supported.
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GConfig->GetArray(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("TargetedRHIs"), TargetedShaderFormats, GEngineIni);
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// Gather the list of Target RHIs and filter out any that may be invalid.
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TArray<FName> PossibleShaderFormats;
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GetAllPossibleShaderFormats(PossibleShaderFormats);
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for(int32 ShaderFormatIdx = TargetedShaderFormats.Num()-1; ShaderFormatIdx >= 0; ShaderFormatIdx--)
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{
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FString ShaderFormat = TargetedShaderFormats[ShaderFormatIdx];
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if(PossibleShaderFormats.Contains(FName(*ShaderFormat)) == false)
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{
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TargetedShaderFormats.RemoveAt(ShaderFormatIdx);
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}
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}
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// If we're targeting only DX11 we can use DX11 texture formats. Otherwise we'd have to compress fallbacks and increase the size of cooked content significantly.
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static FString NAME_PCD3D_SM5(TEXT("PCD3D_SM5"));
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bSupportDX11TextureFormats = TargetedShaderFormats.Num() == 1
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&& TargetedShaderFormats[0] == NAME_PCD3D_SM5;
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#endif
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}
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public:
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// Begin ITargetPlatform interface
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virtual void EnableDeviceCheck(bool OnOff) override {}
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virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const override
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{
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OutDevices.Reset();
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OutDevices.Add(LocalDevice);
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}
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virtual ECompressionFlags GetBaseCompressionMethod( ) const override
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{
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return COMPRESS_ZLIB;
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}
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virtual bool GenerateStreamingInstallManifest(const TMultiMap<FString, int32>& ChunkMap, const TSet<int32>& ChunkIDsInUse) const override
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{
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return true;
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}
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virtual ITargetDevicePtr GetDefaultDevice( ) const override
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{
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return LocalDevice;
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}
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virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId )
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{
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if (LocalDevice.IsValid() && (DeviceId == LocalDevice->GetId()))
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{
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return LocalDevice;
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}
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return nullptr;
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}
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virtual bool IsRunningPlatform( ) const override
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{
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// Must be Windows platform as editor for this to be considered a running platform
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return PLATFORM_WINDOWS && !UE_SERVER && !UE_GAME && WITH_EDITOR && HAS_EDITOR_DATA;
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}
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virtual bool SupportsFeature( ETargetPlatformFeatures Feature ) const override
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{
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// we currently do not have a build target for WindowsServer
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if (Feature == ETargetPlatformFeatures::Packaging)
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{
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return (HAS_EDITOR_DATA || !IS_DEDICATED_SERVER);
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}
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return TSuper::SupportsFeature(Feature);
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}
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#if WITH_ENGINE
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virtual void GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const override
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{
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// no shaders needed for dedicated server target
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if (!IS_DEDICATED_SERVER)
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{
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static FName NAME_PCD3D_SM5(TEXT("PCD3D_SM5"));
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static FName NAME_PCD3D_SM4(TEXT("PCD3D_SM4"));
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static FName NAME_GLSL_150(TEXT("GLSL_150"));
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static FName NAME_GLSL_430(TEXT("GLSL_430"));
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OutFormats.AddUnique(NAME_PCD3D_SM5);
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OutFormats.AddUnique(NAME_PCD3D_SM4);
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OutFormats.AddUnique(NAME_GLSL_150);
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OutFormats.AddUnique(NAME_GLSL_430);
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}
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}
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virtual void GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const override
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{
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for(const FString& ShaderFormat : TargetedShaderFormats)
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{
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OutFormats.AddUnique(FName(*ShaderFormat));
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}
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}
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virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings( ) const override
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{
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return StaticMeshLODSettings;
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}
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virtual void GetTextureFormats( const UTexture* InTexture, TArray<FName>& OutFormats ) const override
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{
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if (!IS_DEDICATED_SERVER)
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{
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FName TextureFormatName = GetDefaultTextureFormatName(InTexture, EngineSettings, bSupportDX11TextureFormats);
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OutFormats.Add(TextureFormatName);
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}
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}
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virtual const UTextureLODSettings& GetTextureLODSettings() const override
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{
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return *TextureLODSettings;
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}
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virtual void RegisterTextureLODSettings(const UTextureLODSettings* InTextureLODSettings) override
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{
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TextureLODSettings = InTextureLODSettings;
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}
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virtual FName GetWaveFormat( const class USoundWave* Wave ) const override
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{
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static FName NAME_OGG(TEXT("OGG"));
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static FName NAME_OPUS(TEXT("OPUS"));
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if (Wave->IsStreaming())
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{
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return NAME_OPUS;
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}
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return NAME_OGG;
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}
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#endif //WITH_ENGINE
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virtual bool SupportsVariants() const override
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{
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return true;
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}
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virtual FText GetVariantDisplayName() const override
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{
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if (IS_DEDICATED_SERVER)
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{
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return LOCTEXT("WindowsServerVariantTitle", "Dedicated Server");
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}
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if (HAS_EDITOR_DATA)
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{
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return LOCTEXT("WindowsClientEditorDataVariantTitle", "Client with Editor Data");
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}
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if (IS_CLIENT_ONLY)
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{
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return LOCTEXT("WindowsClientOnlyVariantTitle", "Client only");
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}
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return LOCTEXT("WindowsClientVariantTitle", "Client");
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}
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virtual FText GetVariantTitle() const override
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{
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return LOCTEXT("WindowsVariantTitle", "Build Type");
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}
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virtual float GetVariantPriority() const override
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{
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return TProperties::GetVariantPriority();
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}
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DECLARE_DERIVED_EVENT(TGenericWindowsTargetPlatform, ITargetPlatform::FOnTargetDeviceDiscovered, FOnTargetDeviceDiscovered);
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virtual FOnTargetDeviceDiscovered& OnDeviceDiscovered( ) override
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{
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return DeviceDiscoveredEvent;
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}
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DECLARE_DERIVED_EVENT(TGenericWindowsTargetPlatform, ITargetPlatform::FOnTargetDeviceLost, FOnTargetDeviceLost);
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virtual FOnTargetDeviceLost& OnDeviceLost( ) override
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{
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return DeviceLostEvent;
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}
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// End ITargetPlatform interface
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protected:
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/**
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* Temporary helper until we refactor Windows build targets.
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* Basically maps WindowsNoEditor to Win32 and Windows to Win64.
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*/
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FString GetBinariesSubDir( ) const
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{
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if (HAS_EDITOR_DATA)
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{
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return TEXT("Win64");
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}
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return TEXT("Win32");
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}
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private:
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// Holds the local device.
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ITargetDevicePtr LocalDevice;
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#if WITH_ENGINE
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// Holds the Engine INI settings for quick use.
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FConfigFile EngineSettings;
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// Holds the texture LOD settings.
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const UTextureLODSettings* TextureLODSettings;
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// Holds static mesh LOD settings.
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FStaticMeshLODSettings StaticMeshLODSettings;
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// List of shader formats specified as targets
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TArray<FString> TargetedShaderFormats;
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// True if the project supports non-DX11 texture formats.
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bool bSupportDX11TextureFormats;
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#endif // WITH_ENGINE
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private:
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// Holds an event delegate that is executed when a new target device has been discovered.
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FOnTargetDeviceDiscovered DeviceDiscoveredEvent;
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// Holds an event delegate that is executed when a target device has been lost, i.e. disconnected or timed out.
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FOnTargetDeviceLost DeviceLostEvent;
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};
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#undef LOCTEXT_NAMESPACE
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