118 lines
4.7 KiB
C++
118 lines
4.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "Misc/Guid.h"
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#include "GeneralProjectSettings.generated.h"
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UCLASS(config=Game, defaultconfig, MinimalAPI)
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class UGeneralProjectSettings
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: public UObject
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{
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GENERATED_UCLASS_BODY()
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/** The name of the company (author, provider) that created the project. */
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UPROPERTY(config, EditAnywhere, Category=Publisher)
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FString CompanyName;
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/** The Distinguished Name of the company (author, provider) that created the project, which is used by publishing tools on some platforms. */
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UPROPERTY(config, EditAnywhere, Category=Publisher)
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FString CompanyDistinguishedName;
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/** The project's copyright and/or trademark notices. */
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UPROPERTY(config, EditAnywhere, Category=Legal)
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FString CopyrightNotice;
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/** The project's description text. */
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UPROPERTY(config, EditAnywhere, Category=About)
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FString Description;
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/** The project's homepage URL. */
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UPROPERTY(config, EditAnywhere, Category=Publisher)
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FString Homepage;
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/** The project's licensing terms. */
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UPROPERTY(config, EditAnywhere, Category=Legal)
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FString LicensingTerms;
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/** The project's privacy policy. */
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UPROPERTY(config, EditAnywhere, Category=Legal)
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FString PrivacyPolicy;
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/** The project's unique identifier. */
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UPROPERTY(config, EditAnywhere, Category=About)
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FGuid ProjectID;
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/** The project's non-localized name. */
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UPROPERTY(config, EditAnywhere, Category=About)
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FString ProjectName;
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/** The project's version number. */
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UPROPERTY(config, EditAnywhere, Category=About)
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FString ProjectVersion;
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/** The project's support contact information. */
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UPROPERTY(config, EditAnywhere, Category=Publisher)
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FString SupportContact;
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/** 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) */
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UPROPERTY(config, EditAnywhere, Category=Displayed)
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FText ProjectDisplayedTitle;
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/** 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) */
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UPROPERTY(config, EditAnywhere, Category=Displayed)
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FText ProjectDebugTitleInfo;
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/** Should the game's window preserve its aspect ratio when resized by user. */
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UPROPERTY(config, EditAnywhere, Category = Settings)
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bool bShouldWindowPreserveAspectRatio;
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/** Should the game use a borderless Slate window instead of a window with system title bar and border */
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UPROPERTY(config, EditAnywhere, Category = Settings)
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bool bUseBorderlessWindow;
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/** Should the game attempt to start in VR, regardless of whether -vr was set on the commandline */
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UPROPERTY(config, EditAnywhere, Category = Settings)
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bool bStartInVR;
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/** Should the user be allowed to resize the window used by the game, when not using full screen */
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UPROPERTY(config, EditAnywhere, Category = Settings)
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bool bAllowWindowResize;
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/** Should a close button be shown for the game's window, when not using full screen */
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UPROPERTY(config, EditAnywhere, Category = Settings)
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bool bAllowClose;
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/** Should a maximize button be shown for the game's window, when not using full screen */
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UPROPERTY(config, EditAnywhere, Category = Settings)
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bool bAllowMaximize;
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/** Should a minimize button be shown for the game's window, when not using full screen */
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UPROPERTY(config, EditAnywhere, Category = Settings)
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bool bAllowMinimize;
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/*Determines the Eye offset of the virtual stereo device created when " -emulatestereo" command line arg is detected*/
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UPROPERTY(config, EditAnywhere, Category = Settings)
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float EyeOffsetForFakeStereoRenderingDevice;
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/*Determines the Field Of View of the virtual stereo device created when " -emulatestereo" command line arg is detected*/
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UPROPERTY(config, EditAnywhere, Category = Settings)
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float FOVForFakeStereoRenderingDevice;
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/* 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. */
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UPROPERTY(config, EditAnywhere, Category = Settings, meta = (
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ClampMin = "0.01",
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ClampMax = "0.99"))
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float TopFOVRatioForFakeStereoRenderingDevice;
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/* 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. */
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UPROPERTY(config, EditAnywhere, Category = Settings, meta=(
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ClampMin="-0.99",
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ClampMax="0.99"))
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float DifferenceBetweenEyesForFakeStereoRenderingDevice;
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};
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