FTargetPlatformBase

Base class for target platforms.

Windows
MacOS
Linux

Inheritance Hierarchy

ITargetPlatform

FTargetPlatformBase

TTargetPlatformBase

References

Module

TargetPlatform

Header

/Engine/Source/Developer/TargetPlatform/Public/Common/TargetPlatformBase.h

Include

#include "Common/TargetPlatformBase.h"

Syntax

class FTargetPlatformBase : public ITargetPlatform

Remarks

Base class for target platforms.

Variables

Name Description

Protected variable

const PlatformI...

 

PlatformInfo

Information about this platform

Protected variable

int32

 

PlatformOrdinal

Constructors

Name Description

Protected function

FTargetPlatformBase

(
    const PlatformInfo::FPlatformInfo&...
)

Functions

Name Description

Public function Static

void

 

AddDependencySCArrayHelper

(
    TArray< FString >& OutDependencies,
    const FString& DependencyRelativeP...
)

Helper method to fill a dependencies array for the shader compiler with absolute paths, passing a relative path to the Engine as the parameter.

Overridden from ITargetPlatform

Name Description

Public function Virtual

bool

 

AddDevice

(
    const FString& DeviceName,
    bool bDefault
)

Add a target device by name.

Public function Virtual

bool

 

AddDevice

(
    const FString& DeviceId,
    const FString& DeviceUserFriendlyN...,
    const FString& Username,
    const FString& Password,
    bool bDefault
)

Add a target device.

Public function Virtual Const

bool

 

CanSupportRemoteShaderCompile()

Checks whether this platform supports shader compilation over XGE interface.

Public function Virtual Const

int32

 

CheckRequirements

(
    bool bProjectHasCode,
    EBuildConfiguration Configuration,
    bool bRequiresAssetNativization,
    FString& OutTutorialPath,
    FString& OutDocumentationPath,
    FText& CustomizedLogMessage
)

Checks whether the platform's build requirements are met so that we can do things like package for the platform.

Public function Virtual

bool

 

CopyFileToTarget

(
    const FString& DeviceId,
    const FString& HostFilename,
    const FString& TargetFilename,
    const TMap< FString, FString >& Cu...
)

Copy a file to the target

Public function Virtual Const

FText

 

DisplayName()

Gets the platform's display name.

Public function Virtual Const

bool

 

ForcesSimpleSkyDiffuse()

Gets whether the platform will use SH2 instead of SH3 for sky irradiance.

Public function Virtual Const

void

 

GetBuildProjectSettingKeys

(
    FString& OutSection,
    TArray< FString >& InBoolKeys,
    TArray< FString >& InIntKeys,
    TArray< FString >& InStringKeys
)

Project settings to check to determine if a build should occur

Public function Virtual Const

TSharedPtr< ...

 

GetCustomWidgetCreator()

Returns custom DeviceManager widget creator for this platform

Public function Virtual Const

float

 

GetDownSampleMeshDistanceFieldDivider()

Gets down sample mesh distance field divider.

Public function Virtual Const

int32

 

GetHeightFogModeForOpaque()

Gets an integer representing the height fog mode for opaque materials on a platform.

Public function Virtual Const

const Platfo...

 

GetPlatformInfo()

Returns the information about this platform

Public function Virtual Const

int32

 

GetPlatformOrdinal()

Get unique integer identifier for this platform.

Public function Virtual Const

void

 

GetShaderCompilerDependencies

(
    TArray< FString >& OutDependencies
)

Provide platform specific file dependency patterns for SN-DBS shader compilation.

Public function Virtual Const

FText

 

GetVariantDisplayName()

Gets the variant display name of this platform. eg. For Android: "ASTC", "ETC2", ...

Public function Virtual Const

float

 

GetVariantPriority()

Gets the variant priority of this platform

Public function Virtual Const

FText

 

GetVariantTitle()

Gets the variant title of this platform family eg. For Android: "Texture Format"

Public function Virtual Const

bool

 

IsSdkInstalled

(
    bool bProjectHasCode,
    FString& OutDocumentationPath
)

Checks whether the platform's SDK requirements are met so that we can do things like package for the platform

Public function Virtual

bool

 

PackageBuild

(
    const FString& InPackgeDirectory
)

Package a build for the given platform

Public function Virtual

void

 

RefreshSettings()

Give the platform a chance to refresh internal settings before a cook, etc

Public function Virtual Const

bool

 

RequiresTempTarget

(
    bool bProjectHasCode,
    EBuildConfiguration Configuration,
    bool bRequiresAssetNativization,
    FText& OutReason
)

Checks whether the current project needs a temporary .target.cs file to be packaged as a code project.

Public function Virtual Const

bool

 

SendLowerCaseFilePaths()

Whether or not to send all lower-case filepaths when connecting over a fileserver connection.

Public function Virtual Const

bool

 

ShouldExpandTo32Bit

(
    const uint16* Indices,
    const int32 NumIndices
)

Returns wheter or not this 16bit index buffer should be promoted to 32bit

Public function Virtual Const

bool

 

SupportsValueForType

(
    FName SupportedType,
    FName RequiredSupportedValue
)

Checks whether the target platform supports the specified value for the specified type of support

Public function Virtual Const

bool

 

SupportsVariants()

Returns true if the platform is part of a family of variants

Public function Virtual Const

bool

 

UsesBasePassVelocity()

Gets whether the platform should output velocity in the base pass.

Public function Virtual Const

bool

 

UsesDBuffer()

Gets whether the platform should use DBuffer for decals.

Public function Virtual Const

bool

 

UsesDistanceFields()

Gets whether the platform will use distance fields.

Public function Virtual Const

bool

 

UsesForwardShading()

Gets whether the platform should use forward shading or not.

Public function Virtual Const

bool

 

UsesMobileAmbientOcclusion()

Gets whether the platform uses Mobile AO

Public function Virtual Const

bool

 

UsesRayTracing()

Gets whether the platform will use ray tracing.

Public function Virtual Const

bool

 

UsesSelectiveBasePassOutputs()

Gets whether the platform will use selective outputs in the base pass shaders.

Public function Virtual Const

bool

 

VelocityEncodeDepth()

Gets whether the platform will encode depth velocity.

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