Download LyraStarterGame/Source/LyraGame/Development/LyraPlatformEmulationSettings.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
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3.55 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| struct FPropertyChangedEvent; | |
| /** | |
| * Platform emulation settings | |
| */ | |
| UCLASS(config=EditorPerProjectUserSettings, MinimalAPI) | |
| class ULyraPlatformEmulationSettings : public UDeveloperSettingsBackedByCVars | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraPlatformEmulationSettings(); | |
| //~UDeveloperSettings interface | |
| virtual FName GetCategoryName() const override; | |
| //~End of UDeveloperSettings interface | |
| FName GetPretendBaseDeviceProfile() const; | |
| FName GetPretendPlatformName() const; | |
| private: | |
| UPROPERTY(EditAnywhere, config, Category=PlatformEmulation, meta=(Categories="Input,Platform.Trait")) | |
| FGameplayTagContainer AdditionalPlatformTraitsToEnable; | |
| UPROPERTY(EditAnywhere, config, Category=PlatformEmulation, meta=(Categories="Input,Platform.Trait")) | |
| FGameplayTagContainer AdditionalPlatformTraitsToSuppress; | |
| UPROPERTY(EditAnywhere, config, Category=PlatformEmulation, meta=(GetOptions=GetKnownPlatformIds)) | |
| FName PretendPlatform; | |
| // The base device profile to pretend we are using when emulating device-specific device profiles applied from ULyraSettingsLocal | |
| UPROPERTY(EditAnywhere, config, Category=PlatformEmulation, meta=(GetOptions=GetKnownDeviceProfiles, EditCondition=bApplyDeviceProfilesInPIE)) | |
| FName PretendBaseDeviceProfile; | |
| // Do we apply desktop-style frame rate settings in PIE? | |
| // (frame rate limits are an engine-wide setting so it's not always desirable to have enabled in the editor) | |
| // You may also want to disable the editor preference "Use Less CPU when in Background" if testing background frame rate limits | |
| UPROPERTY(EditAnywhere, config, Category=PlatformEmulation, meta=(ConsoleVariable="Lyra.Settings.ApplyFrameRateSettingsInPIE")) | |
| bool bApplyFrameRateSettingsInPIE = false; | |
| // Do we apply front-end specific performance options in PIE? | |
| // Most engine performance/scalability settings they drive are global, so if one PIE window | |
| // is in the front-end and the other is in-game one will win and the other gets stuck with those settings | |
| UPROPERTY(EditAnywhere, config, Category=PlatformEmulation, meta=(ConsoleVariable="Lyra.Settings.ApplyFrontEndPerformanceOptionsInPIE")) | |
| bool bApplyFrontEndPerformanceOptionsInPIE = false; | |
| // Should we apply experience/platform emulated device profiles in PIE? | |
| UPROPERTY(EditAnywhere, config, Category=PlatformEmulation, meta=(InlineEditConditionToggle, ConsoleVariable="Lyra.Settings.ApplyDeviceProfilesInPIE")) | |
| bool bApplyDeviceProfilesInPIE = false; | |
| public: | |
| // Called by the editor engine to let us pop reminder notifications when cheats are active | |
| LYRAGAME_API void OnPlayInEditorStarted() const; | |
| private: | |
| // The last pretend platform we applied | |
| FName LastAppliedPretendPlatform; | |
| private: | |
| void ApplySettings(); | |
| void ChangeActivePretendPlatform(FName NewPlatformName); | |
| public: | |
| //~UObject interface | |
| virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; | |
| virtual void PostReloadConfig(FProperty* PropertyThatWasLoaded) override; | |
| virtual void PostInitProperties() override; | |
| //~End of UObject interface | |
| private: | |
| UFUNCTION() | |
| TArray<FName> GetKnownPlatformIds() const; | |
| UFUNCTION() | |
| TArray<FName> GetKnownDeviceProfiles() const; | |
| void PickReasonableBaseDeviceProfile(); | |
| }; | |