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Unreal Engine C++ API Reference > Runtime > Engine > DeviceProfiles
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UTextureLODSettings
- UDeviceProfile
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/DeviceProfiles/DeviceProfile.h |
Include | #include "DeviceProfiles/DeviceProfile.h" |
Syntax
class UDeviceProfile : public UTextureLODSettings
Variables
Type | Name | Description | |
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FString | BaseProfileName | The name of the parent profile of this object |
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uint32: 1 | bIsVisibleForAssets | Some asset types can reference Device Profiles, is this profile visible to those assets. |
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bool | bVisible | Flag used in the editor to determine whether the profile is visible in the property matrix |
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FString | ConfigPlatform | This is not a property, it shouldn't be set by the editor |
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TArray< FString > | CVars | The collection of CVars which is set from this profile |
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FString | DeviceType | The type of this profile, I.e. IOS, Windows, PS4 etc |
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TArray< FString > | FragmentIncludes | A collection of UDeviceProfileFragment names, which can contain predefined sets of cvars |
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TArray< FDPMatchingRulestruct > | MatchingRules | An array of conditions to test against and fragment names to select. |
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TObjectPtr< UDeviceProfile > | Parent | The parent object of this profile, it is the object matching this DeviceType with the BaseProfileName |
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TArray< FSelectedFragmentProperties > | SelectedFragments | The selected result after running the MatchingRules process. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UDeviceProfile
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | GatherParentCVarInformationRecursively
(
TMap< FString, FString >& CVarInformation |
Get the collection of Console Variables that this profile inherits from its' parents |
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const TMap< FString, FString > & | Lazily generate a consolidated list of CVars, recursing up the device profile hierarchy This will not include any cvars from the device's selected fragments. | |
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bool | GetConsolidatedCVarValue
(
const TCHAR* CVarName, |
Get the string value of a CVar that is held in this device profile, or in any parent device profile. |
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bool | GetConsolidatedCVarValue
(
const TCHAR* CVarName, |
Get the int32 value of a CVar that is held in this device profile, or in any parent device profile. |
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bool | GetConsolidatedCVarValue
(
const TCHAR* CVarName, |
Get the float value of a CVar that is held in this device profile, or in any parent device profile. |
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FString | GetCVarValue
(
const FString& CVarName |
|
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const FSelectedFragmentProperties * | GetFragmentByTag
(
FName& FragmentTag |
Accessor to a fragment by tag. |
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UDeviceProfile * | GetParentProfile
(
bool bIncludeDefaultObject |
Returns the parent device profile, optionally including the default object |
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UTextureLODSettings * | Access to the device profiles Texture LOD Settings | |
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bool | ||
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bool | ModifyCVarValue
(
const FString& CVarName, |
|
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FOnCVarsUpdated & | Accessor to the delegate object fired when there has been any changes to the console variables | |
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void | ValidateProfile() Validate the Profile after changes by loading it's config (.ini) |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | BeginDestroy () |
Called before destroying the object. |
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const TCHAR * | Prefer to load the DP from its platform's hierarchy | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostReloadConfig
(
FProperty* PropertyThatWasLoaded |
Need to add missing entries in TextureLODGroups to match enum TextureGroup when the device profile is reloaded |