// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/Object.h" #include "Misc/Guid.h" #include "GeneralProjectSettings.generated.h" UCLASS(config=Game, defaultconfig, MinimalAPI) class UGeneralProjectSettings : public UObject { GENERATED_UCLASS_BODY() /** The name of the company (author, provider) that created the project. */ UPROPERTY(config, EditAnywhere, Category=Publisher) FString CompanyName; /** The Distinguished Name of the company (author, provider) that created the project, which is used by publishing tools on some platforms. */ UPROPERTY(config, EditAnywhere, Category=Publisher) FString CompanyDistinguishedName; /** The project's copyright and/or trademark notices. */ UPROPERTY(config, EditAnywhere, Category=Legal) FString CopyrightNotice; /** The project's description text. */ UPROPERTY(config, EditAnywhere, Category=About) FString Description; /** The project's homepage URL. */ UPROPERTY(config, EditAnywhere, Category=Publisher) FString Homepage; /** The project's licensing terms. */ UPROPERTY(config, EditAnywhere, Category=Legal) FString LicensingTerms; /** The project's privacy policy. */ UPROPERTY(config, EditAnywhere, Category=Legal) FString PrivacyPolicy; /** The project's unique identifier. */ UPROPERTY(config, EditAnywhere, Category=About) FGuid ProjectID; /** The project's non-localized name. */ UPROPERTY(config, EditAnywhere, Category=About) FString ProjectName; /** The project's version number. */ UPROPERTY(config, EditAnywhere, Category=About) FString ProjectVersion; /** The project's support contact information. */ UPROPERTY(config, EditAnywhere, Category=Publisher) FString SupportContact; /** The project's title as displayed on the window title bar (can include the tokens {GameName}, {PlatformArchitecture}, {BuildConfiguration} or {RHIName}, which will be replaced with the specified text) */ UPROPERTY(config, EditAnywhere, Category=Displayed) FText ProjectDisplayedTitle; /** Additional data to be displayed on the window title bar in non-shipping configurations (can include the tokens {GameName}, {PlatformArchitecture}, {BuildConfiguration} or {RHIName}, which will be replaced with the specified text) */ UPROPERTY(config, EditAnywhere, Category=Displayed) FText ProjectDebugTitleInfo; /** Should the game's window preserve its aspect ratio when resized by user. */ UPROPERTY(config, EditAnywhere, Category = Settings) bool bShouldWindowPreserveAspectRatio; /** Should the game use a borderless Slate window instead of a window with system title bar and border */ UPROPERTY(config, EditAnywhere, Category = Settings) bool bUseBorderlessWindow; /** Should the game attempt to start in VR, regardless of whether -vr was set on the commandline */ UPROPERTY(config, EditAnywhere, Category = Settings) bool bStartInVR; /** Should the user be allowed to resize the window used by the game, when not using full screen */ UPROPERTY(config, EditAnywhere, Category = Settings) bool bAllowWindowResize; /** Should a close button be shown for the game's window, when not using full screen */ UPROPERTY(config, EditAnywhere, Category = Settings) bool bAllowClose; /** Should a maximize button be shown for the game's window, when not using full screen */ UPROPERTY(config, EditAnywhere, Category = Settings) bool bAllowMaximize; /** Should a minimize button be shown for the game's window, when not using full screen */ UPROPERTY(config, EditAnywhere, Category = Settings) bool bAllowMinimize; /*Determines the Eye offset of the virtual stereo device created when " -emulatestereo" command line arg is detected*/ UPROPERTY(config, EditAnywhere, Category = Settings) float EyeOffsetForFakeStereoRenderingDevice; /*Determines the Field Of View of the virtual stereo device created when " -emulatestereo" command line arg is detected*/ UPROPERTY(config, EditAnywhere, Category = Settings) float FOVForFakeStereoRenderingDevice; /* Determines how much of -emulatestereo FOV is above the horizontal plane (0-1) - usually helmets have a larger FOV down than up, so this value is less than 0.5. */ UPROPERTY(config, EditAnywhere, Category = Settings, meta = ( ClampMin = "0.01", ClampMax = "0.99")) float TopFOVRatioForFakeStereoRenderingDevice; /* Determines difference between left and eyes horizontal -emulatestereo FOVs. If 0, they are the same (their FOVs are symmetric), the closer to 1, the more each eye is looking towards its side. Reasonable values are in 0 - 0.4 range. */ UPROPERTY(config, EditAnywhere, Category = Settings, meta=( ClampMin="-0.99", ClampMax="0.99")) float DifferenceBetweenEyesForFakeStereoRenderingDevice; };