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========================== MAJOR FEATURES + CHANGES ========================== Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2764244 on 2015/11/12 by Keith.Judge Stop creating/deleting SRVs for dynamic buffers all the time. Instead add a new view when a new buffer is cycled and keep them around until the buffer is dead. Change 2936695 on 2016/04/07 by Mark.Satterthwaite Disable Metal on Mac OS X versions prior to 10.11.4 because their drivers are too buggy and lots of issues users will encounter were fixed in 10.11.4. Change 2936701 on 2016/04/07 by Mark.Satterthwaite Re-enable DistanceFieldAO on Mac Metal, but disable the support for Heightfield composition into the DistanceFieldAO as that currently requires Read+Write texture support which isn't present in Metal yet. Change 2936702 on 2016/04/07 by Mark.Satterthwaite Enable capsule shadows on Metal SM5 for Mac Paragon. Change2936704on 2016/04/07 by Mark.Satterthwaite Re-add Metal_MacES3_1 entries in RHIDefinition functions - not quite sure how they disappeared... Change 2936706 on 2016/04/07 by Mark.Satterthwaite Fix implementation of BeginRenderingPrePass to only clear the depth+stencil buffers when it is asked to - this fixes LOD fading in Paragon on Mac when parallel execution is enabled. The parallel contexts were being instructed to clear the pre-pass data which was then fouling up all the subsequent rendering. Change 2936708 on 2016/04/07 by Mark.Satterthwaite Extend workaround from 2905206 for UE-27818 to Metal as well as OpenGL - it isn't permissable to have an unbound resource on these APIs as you aren't allowed to make the assumption than an if-branch will protect against null dereference on the GPU. Change 2936737 on 2016/04/07 by Mark.Satterthwaite Changes to reduce Metal's peak memory usage when streaming texture data in when loading levels: - When uploading data to Shared memory Metal textures dispose of the source buffer immediately as it won't be required after the call to replaceRegion. - Add an optional CVar ("rhi.Metal.MaxOutstandingAsyncTexUploads") and keep a count of outstanding async. texture uploads - really this might be better as a memory count - if teh current outstanding count is greater than the specified CVar wait for all operations to complete before purging the used buffers. By default the CVar is set to 0 which disables the tracking and the game will use all available memory. Change 2936741 on 2016/04/07 by Mark.Satterthwaite For Metal don't use a texture-view unless the mip-range or texture format is different - we only create a texture-view if we absolutely have to in order to avoid performance reductions on some vendors. When this happens we'll have to update the SRV to point to the new source texture but that can be handled on bind. Change 2936753 on 2016/04/07 by Mark.Satterthwaite Mutex the pipeline cache inside each Metal bound-shader-state - with parallel execution this can be modified from multiple threads. Change 2936758 on 2016/04/07 by Mark.Satterthwaite Don't eliminate redundant Metal command-encoders on Intel either - this only seems to work correctly on AMD... Change 2936762 on 2016/04/07 by Mark.Satterthwaite Validate that parallel contexts aren't asked to clear render-targets (incl depth/stencil) as this won't work as desired - each context will end up clearing the contents meaning none of the rendering will propagate which is probably not what you intend. Change 2936765 on 2016/04/07 by Mark.Satterthwaite Fix alignment of blit-commands between textures & buffers in Metal. Mac Metal has no minimum alignment and allows tightly packed rows, but mobile H/W has a fixed row alignment of 64-bytes for linear texture data. Change 2936767 on 2016/04/07 by Mark.Satterthwaite Remove the workaround for old Mac OS X AMD cards not supporting frame-buffer sRGB - I have a feeling it causes more problems than it solves. Change 2936773 on 2016/04/07 by Mark.Satterthwaite Warn the user when trying to run on OpenGL 3.2 GPUs that they are running unsupported and there may be rendering errors and performance problems. Change2936777on 2016/04/07 by Mark.Satterthwaite In MetalRHI move the calls that reset the state-cache and command-encoder to EndFrame and fix the fallout. Hopefully this will eliminate the problem where a draw call fails because a call to SetRenderTargets hasn't been made since the last time the command-buffer was submitted. Change 2936788 on 2016/04/07 by Daniel.Lamb PR #2193: Commandlet tweaks: Fixup Redirects and Cook-on-the-fly Server (Contributed by FineRedMist) Change 2936799 on 2016/04/07 by Mark.Satterthwaite Automatically enable RHI thread support in Metal if parallel execution is compiled in unless running the Editor which doesn't support it. The RHI thread is only enabled in Metal when parallel execution is available because there's little to no advantages to the RHI thread with Metal unless parallel execution is enabled. Also only enable async compute support when parallel execution is available and running on an AMD GPU as only AMD support it and again its only really useful when running things in parallel. Disable the async. compute fencing code when async. compute is disabled. Change 2936923 on 2016/04/07 by Peter.Sauerbrei add exception when trying to access an ini section which we don't cache Change 2937839 on 2016/04/08 by Lee.Clark PS4 - BC6H and BC7 support #jira OR-14804 Change 2937841 on 2016/04/08 by Lee.Clark Fix media player not opening the same file that has just been closed. Change 2937843 on 2016/04/08 by Lee.Clark PS4 - Fix Media player seek and duration Change 2938272 on 2016/04/08 by Mark.Satterthwaite Change the Metal texture lock/unlock code to use the immediate getBytes API to read from the texture unless it is stored in Private memory and requires we use the blit-encoder. This means iOS texture locking won't generally need to use the blit encoder with its row alignment restrictions as all textures will be Shared. On Mac most textures will still be accessed via blit operations since Private memory is much more common than Managed. Change 2938471 on 2016/04/08 by Nick.Shin load/save with "negative char size value" fixed two 'U''s were missing-- causing base64encoder and decoder to not return original data (or expected data for that matter)... C++ function shows these signatures: \Engine\Source\Runtime\Engine\Public\SaveGameSystem.h FGenericSaveGameSystem::SaveGame(..., ..., ..., ...<uint8>); FGenericSaveGameSystem::LoadGame(..., ..., ..., ...<uint8>); javascript version was using signed operators... answerhub 386719 - broken load/save Change 2938546 on 2016/04/08 by Nick.Shin upgrading zlib, openssl, libcurl & libwebsockets (part 1, for libwebsockets -- engine changes will be in part 2) and writting down all of the build instructions into a single script file future tasks may have the script broken to smaller sized files and placed in the respective library folders for simplicity -- for now, it's bundled together to ensure build is all-in-one... #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1223 - Arrange testing for 'update websocket library' #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2939402 on 2016/04/11 by Mark.Satterthwaite No need to call synchroniseTexture on iOS when locking a texture for read - that function call is only available and required on OS X. Change 2939526 on 2016/04/11 by Daniel.Lamb Don't mark content as modified when garbage collecting. #PR2249 #2249 Change 2940094 on 2016/04/11 by Michael.Trepka Temporarily rollback //UE4/Dev-Platform/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalContext.cpp to revision 47 to unblock UE-29312 #codereview Mark.Satterthwaite Change 2940540 on 2016/04/12 by Jeff.Campeau Hardware decompress support for Xbox One. Change 2940793 on 2016/04/12 by Lee.Clark PS4 - Fix file handle leaks #codereview Marcus.Wassmer Change 2940903 on 2016/04/12 by Keith.Judge Xbox One - Fix validated driver warning when using async compute with dynamic buffers (remove dynamic buffers). Also resurrected the old deferred deletion queue (though simplified the code a lot as TQueue was horrible), as the platform agnostic one can't deal with placement created resources with a separate buffer/resource. Moved associated deferred deletion logic out of FD3D11DynamicBuffer. Attempted fix for UE-28758, but doesn't actually fix it. :( Change 2940959 on 2016/04/12 by Michael.Trepka Moved RadioEffectUnit CoreAudio plugin to Engine/Build/Mac #codereview Ben.Marsh Change 2940961 on 2016/04/12 by Michael.Trepka Updated GitHub readme for Mac with instructions for building ShaderCompileWorker #codereview Ben.Marsh Change 2941010 on 2016/04/12 by Daniel.Lamb Added xboxone.projectsettings to the ini processer in UAT. #codereview Peter.Sauerbrei #jira UE-29344 Change 2941671 on 2016/04/12 by Jeff.Campeau March 2016 XDK update Change 2941998 on 2016/04/13 by Mark.Satterthwaite In MetalCommandList retain/release when waiting on a command-buffer commit to ensure command-buffer lifetime. Change 2942008 on 2016/04/13 by Keith.Judge Fix black reflections when async compute is enabled. Shader resource tables are now properly bound on the context, and fixed a bug where the buffer offset and number of constants wasn't being properly set when using the ring buffer. #jira UE-28758 Change 2942046 on 2016/04/13 by Lee.Clark Fix SN-DBS launch failure with VS2015 - (path env seems to be null in 2015) Change 2942095 on 2016/04/13 by Mark.Satterthwaite MIssed a change to use AlignedStride rather than Stride in FMetalDynamicRHI::RHIReadSurfaceFloatData to fix iOS blit-encoder read-back. Change 2942383 on 2016/04/13 by Mark.Satterthwaite When locking a Metal texture on Mac you have to submit the command buffer & wait in a different location for Private vs. Managed access. Change 2942419 on 2016/04/13 by Michael.Trepka Enabled IPv6 on iOS and Mac #jira UEPLAT-1168 Change 2942472 on 2016/04/13 by Daniel.Lamb Fixed missing OnlineSubsystemGooglePlay section from UAT ini processing. #codereview Peter.Sauerbrei Change 2942829 on 2016/04/13 by Nick.Shin removing unused emscripten - ThirdParty folder the ThirdParty folder contained a lot of GPL (and sometimes missing) licensing projects - removing to keep legal happy tested with full rebuild, full cook, packaging and running QAGame Change 2943110 on 2016/04/13 by Chris.Babcock Fix Oculus mobile binaries filtered (include the jars) #jira ue-29080 #ue4 #android #gearvr #codereview Nick.Whiting Change 2943111 on 2016/04/13 by Chris.Babcock Fix GearVR plugin jar copy logic #jira UE-29108 #ue4 #android #gearvr #codereview Nick.Whiting Change 2943579 on 2016/04/14 by Peter.Sauerbrei enable tvOS in the binary build Change 2943587 on 2016/04/14 by Peter.Sauerbrei creation of xcode archives when using the archive command with iOS Change 2943619 on 2016/04/14 by Mark.Satterthwaite Make Metal SM4 the default on Mac again for the 4.12 release. As expected there are many bugs to resolve. Change 2943869 on 2016/04/14 by Daniel.Lamb Turned duplicate stage of files into warning. #codereview Peter.Sauerbrei #lockdown Josh.Adams #jira UE-29487 Change 2943901 on 2016/04/14 by Keith.Judge Xbox One - Fix start up crash. #lockdown Josh.Adams Change 2943981 on 2016/04/14 by Mark.Satterthwaite Allow RWBuffers in Metal, which should work, but not RWTextures which aren't yet supported. #jira UE-29492 #lockdown josh.adams Change 2944080 on 2016/04/14 by Peter.Sauerbrei temporarily remove code which removes passwords in ini files which reside in the pak file multiple defaultengine.ini files were being copied over one another #lockdown josh.adams Change 2944249 on 2016/04/14 by Peter.Sauerbrei fix for writing out DefaulEngine.ini when deprecated items are not changed #codereview zabir.hoque #lockdown josh.adams Change 2944454 on 2016/04/14 by Peter.Sauerbrei fix for incorrect archive directory and missing IPA #jira UE-29509 #lockdown josh.adams Change 2944834 on 2016/04/15 by Peter.Sauerbrei fix for crash on some iOS device due to resources being freed while still in use by the GPU #jira UE-29517 #lockdown josh.adams Change 2944915 on 2016/04/15 by Peter.Sauerbrei fix for including Facebook SDK in tvOS since we don't have the Facebook libraries for tvOS yet #lockdown josh.adams Change 2945164 on 2016/04/15 by Josh.Adams - Removing XboxOnePDBFile from junkmanifest, causes too much trouble when staging using AutoSDKs #lockdown nick.penwarden #codereview jeff.campeau #lockdown nick.penwarden [CL 2945174 by Josh Adams in Main branch]
361 lines
9.7 KiB
C++
361 lines
9.7 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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LinuxTargetPlatform.h: Declares the FLinuxTargetPlatform class.
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=============================================================================*/
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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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#include "IProjectManager.h"
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#include "InstalledPlatformInfo.h"
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#define LOCTEXT_NAMESPACE "TLinuxTargetPlatform"
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/**
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* Template for Linux 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 TLinuxTargetPlatform
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: public TTargetPlatformBase<FLinuxPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY> >
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{
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public:
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typedef FLinuxPlatformProperties<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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TLinuxTargetPlatform( )
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{
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#if PLATFORM_LINUX
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// only add local device if actually running on Linux
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FTargetDeviceId UATFriendlyId(FTargetDeviceId(TSuper::PlatformName(), FPlatformProcess::ComputerName()));
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LocalDevice = MakeShareable(new FLinuxTargetDevice(*this, UATFriendlyId, FPlatformProcess::ComputerName()));
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#endif
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#if WITH_ENGINE
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FConfigCacheIni::LoadLocalIniFile(EngineSettings, TEXT("Engine"), true, *this->PlatformName());
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TextureLODSettings = nullptr;
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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/LinuxTargetPlatform.LinuxTargetSettings"), 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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#endif // WITH_ENGINE
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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 bool AddDevice(const FString& DeviceName, bool bDefault) override
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{
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FLinuxTargetDevicePtr& Device = Devices.FindOrAdd(DeviceName);
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if (Device.IsValid())
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{
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// do not allow duplicates
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return false;
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}
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FTargetDeviceId UATFriendlyId(TEXT("Linux"), DeviceName);
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Device = MakeShareable(new FLinuxTargetDevice(*this, UATFriendlyId, DeviceName));
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DeviceDiscoveredEvent.Broadcast(Device.ToSharedRef());
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return true;
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}
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virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const override
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{
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// TODO: ping all the machines in a local segment and/or try to connect to port 22 of those that respond
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OutDevices.Reset();
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if (LocalDevice.IsValid())
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{
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OutDevices.Add(LocalDevice);
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}
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for (const auto & DeviceIter : Devices)
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{
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OutDevices.Add(DeviceIter.Value);
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}
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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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bool CompressMemory(ECompressionFlags Flags, void* CompressedBuffer, int32& CompressedSize, const void* UncompressedBuffer, int32 UncompressedSize) const
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{
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return false;
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}
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int32 CompressMemoryBounds(ECompressionFlags Flags, int32 UncompressedSize) const
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{
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return 0;
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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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if (LocalDevice.IsValid())
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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 ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId ) override
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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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for (const auto & DeviceIter : Devices)
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{
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if (DeviceId == DeviceIter.Value->GetId())
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{
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return DeviceIter.Value;
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}
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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 Linux platform as editor for this to be considered a running platform
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return PLATFORM_LINUX && !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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if (Feature == ETargetPlatformFeatures::UserCredentials || Feature == ETargetPlatformFeatures::Packaging)
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{
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return true;
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}
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return TTargetPlatformBase<FLinuxPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY>>::SupportsFeature(Feature);
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}
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virtual bool IsSdkInstalled(bool bProjectHasCode, FString& OutDocumentationPath) const override
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{
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if (!PLATFORM_LINUX)
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{
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// check for LINUX_ROOT when targeting Linux from Win/Mac
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TCHAR ToolchainRoot[32768] = { 0 };
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FPlatformMisc::GetEnvironmentVariable(TEXT("LINUX_ROOT"), ToolchainRoot, ARRAY_COUNT(ToolchainRoot));
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FString ToolchainCompiler = ToolchainRoot;
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if (PLATFORM_WINDOWS)
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{
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ToolchainCompiler += "/bin/clang++.exe";
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}
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else if (PLATFORM_MAC)
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{
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ToolchainCompiler += "/bin/clang++";
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}
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else
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{
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checkf(false, TEXT("Unable to target Linux on an unknown platform."));
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return false;
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}
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return FPaths::FileExists(ToolchainCompiler);
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}
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return true;
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}
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virtual int32 CheckRequirements(const FString& ProjectPath, bool bProjectHasCode, FString& OutDocumentationPath) const override
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{
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int32 ReadyToBuild = TSuper::CheckRequirements(ProjectPath, bProjectHasCode, OutDocumentationPath);
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// do not support code/plugins in Installed builds if the required libs aren't bundled (on Windows/Mac)
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if (!PLATFORM_LINUX && !FInstalledPlatformInfo::Get().IsValidPlatform(TSuper::GetPlatformInfo().BinaryFolderName, EProjectType::Code))
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{
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if (bProjectHasCode)
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{
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ReadyToBuild |= ETargetPlatformReadyStatus::CodeUnsupported;
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}
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if (IProjectManager::Get().IsNonDefaultPluginEnabled())
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{
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ReadyToBuild |= ETargetPlatformReadyStatus::PluginsUnsupported;
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}
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}
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return ReadyToBuild;
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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_GLSL_150(TEXT("GLSL_150"));
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static FName NAME_GLSL_430(TEXT("GLSL_430"));
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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 void GetAllCachedShaderFormats( TArray<FName>& OutFormats ) const override {}
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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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// just use the standard texture format name for this texture
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FName TextureFormatName = this->GetDefaultTextureFormatName(InTexture, EngineSettings, false);
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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("LinuxServerVariantTitle", "Dedicated Server");
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}
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if (HAS_EDITOR_DATA)
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{
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return LOCTEXT("LinuxClientEditorDataVariantTitle", "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("LinuxClientOnlyVariantTitle", "Client only");
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}
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return LOCTEXT("LinuxClientVariantTitle", "Client");
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}
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virtual FText GetVariantTitle() const override
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{
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return LOCTEXT("LinuxVariantTitle", "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(TLinuxTargetPlatform, 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(TLinuxTargetPlatform, 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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private:
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// Holds the local device.
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FLinuxTargetDevicePtr LocalDevice;
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// Holds a map of valid devices.
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|
TMap<FString, FLinuxTargetDevicePtr> Devices;
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|
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#if WITH_ENGINE
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|
// Holds the Engine INI settings for quick use.
|
|
FConfigFile EngineSettings;
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|
|
// Holds the texture LOD settings.
|
|
const UTextureLODSettings* TextureLODSettings;
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|
|
// Holds static mesh LOD settings.
|
|
FStaticMeshLODSettings StaticMeshLODSettings;
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|
|
// List of shader formats specified as targets
|
|
TArray<FString> TargetedShaderFormats;
|
|
#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.
|
|
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.
|
|
FOnTargetDeviceLost DeviceLostEvent;
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|
};
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|
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#undef LOCTEXT_NAMESPACE
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