Files
UnrealEngineUWP/Engine/Source/Editor/EditorLiveStreaming/EditorLiveStreamingSettings.cpp
Mike Fricker 387280333f Work in progress: Live streaming support for editor and games
This commit adds the framework APIs, editor and rendering features needed to support live streaming.  Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.)

- Game live streaming
       - Allows general support for live internet streaming of game video and audio
       - Web cam video feed can be overlaid onto game viewports automatically
       - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game
       - New IGameLiveStreaming API that allows you to start broadcasting through C++

- Editor live streaming
       - The editor UI now displays a "broadcast" button automatically when a live streaming service is available
       - Broadcasting of all desktop editor windows is supported (configured in preferences)
       - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window
       - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting
       - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed

- Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands
       - These allow you to easily test live streaming in games without writing UI code
       - Built-in help is available for these new commands

- To implement a live streaming plugin:
       - Inherit from the new ILiveStreamingService interface
       - Register your "LiveStreaming" feature with the IModularFeatures system

- Other changes:
      - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle()
      - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore)
      - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented

[CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00

27 lines
779 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "EditorLiveStreamingModule.h"
#include "EditorLiveStreamingSettings.h"
UEditorLiveStreamingSettings::UEditorLiveStreamingSettings( const class FPostConstructInitializeProperties& PCIP )
: Super( PCIP )
{
}
void UEditorLiveStreamingSettings::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent )
{
UProperty* PropertyThatChanged = PropertyChangedEvent.Property;
const FName Name = PropertyThatChanged ? PropertyThatChanged->GetFName() : NAME_None;
// if( Name == ??? )
// {
// ...
// }
// Save config to file, but only if we are not the build machine since game agnostic settings may put the builder in an unclean state
if( !GIsBuildMachine )
{
this->SaveConfig();
}
}