Files
UnrealEngineUWP/Engine/Source/Developer/Windows/WindowsTargetPlatform/Classes/WindowsTargetSettings.h
Thomas Sarkanen cc942a3341 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4768627
#rb none
#jira none

[CL 4769629 by Thomas Sarkanen in Dev-Anim branch]
2019-01-22 06:48:04 -05:00

94 lines
3.9 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
WindowsTargetSettings.h: Declares the UWindowsTargetSettings class.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "WindowsTargetSettings.generated.h"
UENUM()
enum class EMinimumSupportedOS : uint8
{
MSOS_Vista = 0 UMETA(DisplayName = "Windows Vista"),
};
UENUM()
enum class ECompilerVersion : uint8
{
Default = 0,
VisualStudio2015 = 1 UMETA(DisplayName = "Visual Studio 2015 (deprecated)"),
VisualStudio2017 = 2 UMETA(DisplayName = "Visual Studio 2017"),
VisualStudio2019 = 3 UMETA(DisplayName = "Visual Studio 2019"),
};
/**
* Implements the settings for the Windows target platform. The first instance of this class is initialized in
* WindowsTargetPlatform, really early during the startup sequence before the CDO has been constructed, so its config
* settings are read manually from there.
*/
UCLASS(config=Engine, defaultconfig)
class WINDOWSTARGETPLATFORM_API UWindowsTargetSettings
: public UObject
{
public:
GENERATED_UCLASS_BODY()
/** The compiler version to use for this project. May be different to the chosen IDE. */
UPROPERTY(EditAnywhere, config, Category="Toolchain", Meta=(DisplayName="Compiler Version"))
ECompilerVersion Compiler;
/**
* The collection of RHI's we want to support on this platform.
* This is not always the full list of RHI we can support.
*/
UPROPERTY(EditAnywhere, config, Category=Rendering)
TArray<FString> TargetedRHIs;
/**
* Determine the minimum supported
*/
UPROPERTY(EditAnywhere, config, Category="OS Info", Meta=(DisplayName = "Minimum OS Version"))
EMinimumSupportedOS MinimumOSVersion;
/** The audio device name to use if not the default windows audio device. Leave blank to use default audio device. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString AudioDevice;
/** Sample rate to run the audio mixer with. */
UPROPERTY(config, EditAnywhere, Category = "Audio", Meta = (DisplayName = "Audio Mixer Sample Rate"))
int32 AudioSampleRate;
/** The amount of audio to compute each callback block. Lower values decrease latency but may increase CPU cost. */
UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "64", ClampMax = "4096", DisplayName = "Callback Buffer Size"))
int32 AudioCallbackBufferFrameSize;
/** The number of buffers to keep enqueued. More buffers increases latency, but can compensate for variable compute availability in audio callbacks on some platforms. */
UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "1", UIMin = "1", DisplayName = "Number of Buffers To Enqueue"))
int32 AudioNumBuffersToEnqueue;
/** The max number of channels (voices) to limit for this platform. The max channels used will be the minimum of this value and the global audio quality settings. A value of 0 will not apply a platform channel count max. */
UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "0", UIMin = "0", DisplayName = "Max Channels"))
int32 AudioMaxChannels;
/** The number of workers to use to compute source audio. Will only use up to the max number of sources. Will evenly divide sources to each source worker. */
UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "0", UIMin = "0", DisplayName = "Number of Source Workers"))
int32 AudioNumSourceWorkers;
/** Which of the currently enabled spatialization plugins to use on Windows. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString SpatializationPlugin;
/** Which of the currently enabled reverb plugins to use on Windows. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString ReverbPlugin;
/** Which of the currently enabled occlusion plugins to use on Windows. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString OcclusionPlugin;
};