Files
UnrealEngine/Engine/Source/Developer/Linux/LinuxTargetPlatformSettings/Classes/LinuxTargetSettings.h
2025-05-18 13:04:45 +08:00

62 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
LinuxTargetSettings.h: Declares the ULinuxTargetSettings class.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "LinuxTargetSettings.generated.h"
/**
* Implements the settings for the Linux target platform.
*/
UCLASS(MinimalAPI, config=Engine, defaultconfig)
class ULinuxTargetSettings
: public UObject
{
public:
GENERATED_UCLASS_BODY()
/** Which of the currently enabled spatialization plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString SpatializationPlugin;
/** Which of the currently enabled source data override plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString SourceDataOverridePlugin;
/** Which of the currently enabled reverb plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString ReverbPlugin;
/** Which of the currently enabled occlusion plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString OcclusionPlugin;
/** Quality Level to COOK SoundCues at (if set, all other levels will be stripped by the cooker). */
UPROPERTY(config, EditAnywhere, Category = "Audio|CookOverrides", meta = (DisplayName = "Sound Cue Cook Quality"))
int32 SoundCueCookQualityIndex = INDEX_NONE;
/**
* 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;
/** Whether to include Nanite Fallback Meshes in cooked builds for Linux. Can be overriden for specific assets in Static Mesh Editor. */
UPROPERTY(config, EditAnywhere, Category = "Renderer", meta = (DisplayName = "Generate Nanite Fallback Meshes", ConfigRestartRequired = true))
bool bGenerateNaniteFallbackMeshes = true;
void virtual OverrideConfigSection(FString& InOutSectionName) override
{
InOutSectionName = TEXT("/Script/LinuxTargetPlatform.LinuxTargetSettings");
}
};