Files
UnrealEngine/Engine/Source/Developer/Windows/WindowsTargetPlatformSettings/Classes/WindowsTargetSettings.h
2025-05-18 13:04:45 +08:00

163 lines
7.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
WindowsTargetSettings.h: Declares the UWindowsTargetSettings class.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "AudioCompressionSettings.h"
#include "WindowsTargetSettings.generated.h"
#define UE_API WINDOWSTARGETPLATFORMSETTINGS_API
UENUM()
enum class ECompilerVersion : uint8
{
Default = 0,
VisualStudio2015 = 1 UMETA(DisplayName = "Visual Studio 2015 (deprecated)"),
VisualStudio2017 = 2 UMETA(DisplayName = "Visual Studio 2017 (deprecated)"),
VisualStudio2019 = 3 UMETA(DisplayName = "Visual Studio 2019 (deprecated)"),
VisualStudio2022 = 4 UMETA(DisplayName = "Visual Studio 2022"),
};
UENUM()
enum class EDefaultGraphicsRHI : uint8
{
DefaultGraphicsRHI_Default = 0 UMETA(DisplayName = "Default"),
DefaultGraphicsRHI_DX11 = 1 UMETA(DisplayName = "DirectX 11"),
DefaultGraphicsRHI_DX12 = 2 UMETA(DisplayName = "DirectX 12"),
DefaultGraphicsRHI_Vulkan = 3 UMETA(DisplayName = "Vulkan"),
};
/**
* 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(MinimalAPI, config=Engine, defaultconfig)
class UWindowsTargetSettings
: public UObject
{
public:
GENERATED_UCLASS_BODY()
UE_API virtual void PostInitProperties() override;
/** Select which RHI to use. Make sure its also selected as a Targeted RHI. Requires Editor restart. */
UPROPERTY(EditAnywhere, config, Category="Targeted RHIs", Meta = (DisplayName = "Default RHI", ConfigRestartRequired = true))
EDefaultGraphicsRHI DefaultGraphicsRHI;
UPROPERTY(config, meta = (DeprecatedProperty, DeprecationMessage = "Use one of the RHI specific lists."))
TArray<FString> TargetedRHIs_DEPRECATED;
UPROPERTY(EditAnywhere, config, Category = "Rendering", Meta = (ConfigRestartRequired = true))
TArray<FString> D3D12TargetedShaderFormats;
UPROPERTY(EditAnywhere, config, Category = "Rendering", Meta = (ConfigRestartRequired = true))
TArray<FString> D3D11TargetedShaderFormats;
UPROPERTY(EditAnywhere, config, Category = "Rendering", Meta = (ConfigRestartRequired = true))
TArray<FString> VulkanTargetedShaderFormats;
/** Whether to include Nanite Fallback Meshes in cooked builds for Windows. 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;
/** 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;
/** 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", ConfigRestartRequired = true))
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", ConfigRestartRequired = true))
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. */
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;
/** Audio Cook Settings */
/** Various overrides for how this platform should handle compression and decompression */
UPROPERTY(GlobalConfig, EditAnywhere, Category = "Audio")
FPlatformRuntimeAudioCompressionOverrides CompressionOverrides;
/** This determines the max amount of memory that should be used for the cache at any given time. If set low (<= 8 MB), it lowers the size of individual chunks of audio during cook. */
UPROPERTY(GlobalConfig, EditAnywhere, Category = "Audio|CookOverrides|Stream Caching", meta = (DisplayName = "Max Cache Size (KB)"))
int32 CacheSizeKB;
/** This overrides the default max chunk size used when chunking audio for stream caching (ignored if < 0) */
UPROPERTY(GlobalConfig, EditAnywhere, Category = "Audio|CookOverrides|Stream Caching", meta = (DisplayName = "Max Chunk Size Override (KB)"))
int32 MaxChunkSizeOverrideKB;
UPROPERTY(GlobalConfig, EditAnywhere, Category = "Audio|CookOverrides")
bool bResampleForDevice;
/** Mapping of which sample rates are used for each sample rate quality for a specific platform. */
UPROPERTY(GlobalConfig, EditAnywhere, Category = "Audio|CookOverrides|ResamplingQuality", meta = (DisplayName = "Max"))
float MaxSampleRate;
UPROPERTY(GlobalConfig, EditAnywhere, Category = "Audio|CookOverrides|ResamplingQuality", meta = (DisplayName = "High"))
float HighSampleRate;
UPROPERTY(GlobalConfig, EditAnywhere, Category = "Audio|CookOverrides|ResamplingQuality", meta = (DisplayName = "Medium"))
float MedSampleRate;
UPROPERTY(GlobalConfig, EditAnywhere, Category = "Audio|CookOverrides|ResamplingQuality", meta = (DisplayName = "Low"))
float LowSampleRate;
UPROPERTY(GlobalConfig, EditAnywhere, Category = "Audio|CookOverrides|ResamplingQuality", meta = (DisplayName = "Min"))
float MinSampleRate;
/** Scales all compression qualities when cooking to this platform. For example, 0.5 will halve all compression qualities, and 1.0 will leave them unchanged. */
UPROPERTY(GlobalConfig, EditAnywhere, Category = "Audio|CookOverrides")
float CompressionQualityModifier;
/** When set to anything beyond 0, this will ensure any SoundWaves longer than this value, in seconds, to stream directly off of the disk. */
UPROPERTY(GlobalConfig)
float AutoStreamingThreshold;
/** Quality Level to COOK SoundCues at (if set, all other levels will be stripped by the cooker). */
UPROPERTY(GlobalConfig, EditAnywhere, Category = "Audio|CookOverrides", meta = (DisplayName = "Sound Cue Cook Quality"))
int32 SoundCueCookQualityIndex = INDEX_NONE;
void virtual OverrideConfigSection(FString& InOutSectionName) override
{
InOutSectionName = TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings");
}
};
#undef UE_API