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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change3146280on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change3155909on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
360 lines
9.9 KiB
C++
360 lines
9.9 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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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_MULTIARCH_ROOT or for legacy LINUX_ROOT when targeting Linux from Win/Mac
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TCHAR ToolchainRoot[32768] = { 0 };
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FPlatformMisc::GetEnvironmentVariable(TEXT("LINUX_MULTIARCH_ROOT"), ToolchainRoot, ARRAY_COUNT(ToolchainRoot));
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// proceed with any value for MULTIARCH root, because checking exact architecture is not possible at this point
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FString ToolchainMultiarchRoot = ToolchainRoot;
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if (ToolchainMultiarchRoot.Len() > 0 && FPaths::DirectoryExists(ToolchainMultiarchRoot))
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{
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return true;
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}
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// else check for legacy LINUX_ROOT
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ToolchainRoot[ 0 ] = 0;
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FPlatformMisc::GetEnvironmentVariable(TEXT("LINUX_MULTIARCH_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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#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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#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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