Files
UnrealEngine/Engine/Source/Runtime/BuildSettings/Private/BuildSettings.cpp
2025-05-18 13:04:45 +08:00

125 lines
1.8 KiB
C++

// 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);
}
}