Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/ConfigFileAttribute.cs
Ryan Durand 9ef3748747 Updating copyrights for Engine Programs.
#rnx
#rb none
#jira none

#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869242 in //Fortnite/Release-12.00/... via CL 10869536
#ROBOMERGE-BOT: FORTNITE (Main -> Dev-EngineMerge) (v613-10869866)

[CL 10870955 by Ryan Durand in Main branch]
2019-12-26 23:01:54 -05:00

46 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace UnrealBuildTool
{
/// <summary>
/// Attribute indicating a value which should be populated from a UE4 .ini config file
/// </summary>
[AttributeUsage(AttributeTargets.Field)]
class ConfigFileAttribute : Attribute
{
/// <summary>
/// Name of the config hierarchy to read from
/// </summary>
public ConfigHierarchyType ConfigType;
/// <summary>
/// Section containing the setting
/// </summary>
public string SectionName;
/// <summary>
/// Key name to search for
/// </summary>
public string KeyName;
/// <summary>
/// Constructor
/// </summary>
/// <param name="ConfigType">Type of the config hierarchy to read from</param>
/// <param name="SectionName">Section containing the setting</param>
/// <param name="KeyName">Key name to search for. Optional; uses the name of the field if not set.</param>
public ConfigFileAttribute(ConfigHierarchyType ConfigType, string SectionName, string KeyName = null)
{
this.ConfigType = ConfigType;
this.SectionName = SectionName;
this.KeyName = KeyName;
}
}
}