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Unreal Engine C++ API Reference > Developer > TargetPlatform > Common
Inheritance Hierarchy
- ITargetPlatformSettings
- FTargetPlatformSettingsBase
- TTargetPlatformSettingsBase
References
Module | TargetPlatform |
Header | /Engine/Source/Developer/TargetPlatform/Public/Common/TargetPlatformSettingsBase.h |
Include | #include "Common/TargetPlatformSettingsBase.h" |
Syntax
class FTargetPlatformSettingsBase : public ITargetPlatformSettings
Constructors
Type | Name | Description | |
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Overridden from ITargetPlatformSettings
Type | Name | Description | |
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bool | Gets whether the platform will use SH2 instead of SH3 for sky irradiance. | |
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FConfigCacheIni * | Returns the config system object usable by this TargetPlatform. It should not be modified in anyway | |
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float | Gets down sample mesh distance field divider. | |
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int32 | Gets an integer representing the height fog mode for opaque materials on a platform. | |
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ERayTracingRuntimeMode | Gets ray tracing runtime mode (disabled/inline/hit-lighting). | |
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void | GetRayTracingShaderFormats
(
TArray< FName >& OutFormats |
Gets the shader formats that support ray tracing for this target platform. |
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bool | Gets whether the platform will use compression for static mesh offline BVH. | |
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EOfflineBVHMode | Gets static mesh offline BVH mode | |
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uint32 | Gets a platform-dependent bitfield describing which hardware generations are supported. | |
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bool | SupportsValueForType
(
FName SupportedType, |
Checks whether the target platform supports the specified value for the specified type of support |
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bool | UsesASTCHDR () |
Gets whether the platform uses ASTC HDR |
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bool | Gets whether the platform should output velocity in the base pass. | |
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bool | UsesDBuffer () |
Gets whether the platform should use DBuffer for decals. |
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bool | Gets whether the platform will use distance fields. | |
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bool | Gets whether the platform should use forward shading or not. | |
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bool | Gets whether the platform uses Mobile AO | |
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bool | Gets whether the platform should use DBuffer for decals when using the mobile renderer. | |
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bool | Gets whether the platform will use ray tracing. | |
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bool | Gets whether the platform will use selective outputs in the base pass shaders. | |
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bool | Gets whether the platform will encode depth velocity. |