// Copyright Epic Games, Inc. All Rights Reserved. #include "BuildSettings.h" namespace BuildSettings { bool IsLicenseeVersion() { return ENGINE_IS_LICENSEE_VERSION; } int GetEngineVersionMajor() { return ENGINE_VERSION_MAJOR; } int GetEngineVersionMinor() { return ENGINE_VERSION_MINOR; } int GetEngineVersionHotfix() { return ENGINE_VERSION_HOTFIX; } const TCHAR* GetEngineVersionString() { return TEXT(ENGINE_VERSION_STRING); } int GetCurrentChangelist() { return CURRENT_CHANGELIST; } int GetCompatibleChangelist() { return COMPATIBLE_CHANGELIST; } const TCHAR* GetBranchName() { return TEXT(BRANCH_NAME); } const TCHAR* GetBuildDate() { return TEXT(__DATE__); } const TCHAR* GetBuildTime() { return TEXT(__TIME__); } const TCHAR* GetBuildVersion() { return TEXT(BUILD_VERSION); } bool IsPromotedBuild() { return ENGINE_IS_PROMOTED_BUILD; } bool IsWithDebugInfo() { return UE_WITH_DEBUG_INFO; } const TCHAR* GetBuildURL() { return TEXT(BUILD_SOURCE_URL); } const TCHAR* GetBuildUser() { return TEXT(BUILD_USER); } const TCHAR* GetBuildUserDomain() { return TEXT(BUILD_USERDOMAINNAME); } const TCHAR* GetBuildMachine() { return TEXT(BUILD_MACHINENAME); } const TCHAR* GetLiveCodingEngineDir() { #ifdef UE_LIVE_CODING_ENGINE_DIR return TEXT(UE_LIVE_CODING_ENGINE_DIR); #else return nullptr; #endif } const TCHAR* GetLiveCodingProject() { #ifdef UE_LIVE_CODING_PROJECT return TEXT(UE_LIVE_CODING_PROJECT); #else return nullptr; #endif } uint64 GetPersistentAllocatorReserveSize() { return UE_PERSISTENT_ALLOCATOR_RESERVE_SIZE; } const char* GetVfsPaths() { return UE_VFS_PATHS; } const TCHAR* GetVfsPathsWide() { return TEXT(UE_VFS_PATHS); } }