ITargetPlatform

Interface for target platforms.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

TargetPlatform

Header

/Engine/Source/Developer/TargetPlatform/Public/Interfaces/ITargetPlatform.h

Include

#include "Interfaces/ITargetPlatform.h"

Syntax

class ITargetPlatform

Remarks

Interface for target platforms.

This interface provides an abstraction for cooking platforms and enumerating actual target devices.

Destructors

Name Description

Public function Virtual

~ITargetPlatform()

Virtual destructor.

Functions

Name Description

Public function

bool

 

AddDevice

(
    const FString& DeviceName,
    bool bDefault
)

Add a target device by name.

Protected function Static

int32

 

AssignPlatformOrdinal

(
    const ITargetPlatform& Platform
)

Public function Const

bool

 

CanSupportXGEShaderCompile()

Checks whether this platform supports shader compilation over XGE interface.

Public function Const

int32

 

CheckRequirements

(
    const FString& ProjectPath,
    bool bProjectHasCode,
    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 Const

FText

 

DisplayName()

Gets the platform's display name.

Public function

void

 

EnableDeviceCheck

(
    bool OnOff
)

Enables/Disable the device check

Public function Const

bool

 

GenerateStreamingInstallManifest

(
    const TMultiMap< FString, int32 >&...,
    const TSet< int32 >& PakchunkIndic...
)

Generates a platform specific asset manifest given an array of FAssetData.

Public function Const

void

 

GetAllDevices

(
    TArray< ITargetDevicePtr >& OutDev...
)

Returns all discoverable physical devices.

Public function 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 Const

TSharedPtr< ...

 

GetCustomWidgetCreator()

Returns custom DeviceManager widget creator for this platform

Public function Const

ITargetDevic...

 

GetDefaultDevice()

Gets the default device.

Note that not all platforms may have a notion of default devices.

Public function

ITargetDevic...

 

GetDevice

(
    const FTargetDeviceId& DeviceId
)

Gets an interface to the specified device.

Public function Const

float

 

GetDownSampleMeshDistanceFieldDivider()

Gets down sample mesh distance field divider.

Public function Const

int32

 

GetMemoryMappingAlignment()

Gets the alignment of memory mapping for this platform, typically the page size.

Public function Static

const ITarge...

 

GetPlatformFromOrdinal

(
    int32 Ordinal
)

Given a platform ordinal number, returns the corresponding ITargetPlatform instance

Public function Const

const Platfo...

 

GetPlatformInfo()

Returns the information about this platform

Public function Const

int32

 

GetPlatformOrdinal()

Get unique integer identifier for this platform.

Public function Const

FText

 

GetVariantDisplayName()

Gets the variant display name of this platform. eg. For Android: "ETC1", "ETC2", ...

Public function Const

float

 

GetVariantPriority()

Gets the variant priority of this platform

Public function Const

FText

 

GetVariantTitle()

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

Public function Const

FName

 

GetZlibReplacementFormat()

Gets a new compression format to use in place of Zlib. This should be rarely implemented

Public function Const

bool

 

HasEditorOnlyData()

Checks whether this platform has only editor data (typically desktop platforms).

Public function Const

bool

 

HasSecurePackageFormat()

Checks whether this platform has a secure shippable package format, and therefore doesn't need any encryption or signing support

Public function Const

FString

 

IniPlatformName()

Gets the platform's INI name (so an offline tool can load the INI for the given target platform).

Public function Const

bool

 

IsClientOnly()

Checks whether this platform is only a client (and must connect to a server to run).

Public function Const

bool

 

IsLittleEndian()

Checks whether this platform is little endian.

Public function Const

bool

 

IsRunningPlatform()

Checks whether this platform is the platform that's currently running.

Public function 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 Const

bool

 

IsServerOnly()

Checks whether this platform is only a server.

Public function

FOnTargetDev...

 

OnDeviceDiscovered()

Public function

FOnTargetDev...

 

OnDeviceLost()

Public function

bool

 

PackageBuild

(
    const FString& InPackgeDirectory
)

Package a build for the given platform

Public function Const

FString

 

PlatformName()

Returns the name of this platform

Public function

void

 

RefreshSettings()

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

Public function Const

bool

 

RequiresCookedData()

Checks whether this platform requires cooked data (typically console platforms).

Public function Const

bool

 

RequiresUserCredentials()

Checks whether this platform requires user credentials (typically server platforms).

Public function Const

bool

 

SendLowerCaseFilePaths()

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

Public function Const

bool

 

SupportsAutoSDK()

Returns true if the platform supports the AutoSDK system

Public function Const

bool

 

SupportsBuildTarget

(
    EBuildTargets::Type BuildTarget
)

Checks whether this platform supports the specified build target, i.e. Game or Editor.

Public function Const

bool

 

SupportsFeature

(
    ETargetPlatformFeatures Feature
)

Checks whether the target platform supports the specified feature.

Public function Const

bool

 

SupportsVariants()

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

Public function Const

bool

 

UsesBasePassVelocity()

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

Public function Const

bool

 

UsesDBuffer()

Gets whether the platform should use DBuffer for decals.

Public function Const

bool

 

UsesDistanceFields()

Gets whether the platform will use distance fields.

Public function Const

bool

 

UsesForwardShading()

Gets whether the platform should use forward shading or not.

Public function Const

bool

 

UsesSelectiveBasePassOutputs()

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

Classes

Name

Description

Public class

FOnTargetDeviceDiscovered

Gets an event delegate that is executed when a new target device has been discovered.

Public class

FOnTargetDeviceLost

Gets an event delegate that is executed when a target device has been lost, i.e. disconnected or timed out.

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback