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| Name | UDeviceProfile |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/DeviceProfiles/DeviceProfile.h |
| Include Path | #include "DeviceProfiles/DeviceProfile.h" |
Syntax
UCLASS (Config=DeviceProfiles, PerObjectConfig, MinimalAPI)
class UDeviceProfile : public UTextureLODSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UTextureLODSettings → UDeviceProfile
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDeviceProfile
(
const FObjectInitializer& ObjectInitializer |
DeviceProfiles/DeviceProfile.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseProfileName | FString | The name of the parent profile of this object | DeviceProfiles/DeviceProfile.h |
|
| bIsVisibleForAssets | uint32 | Some asset types can reference Device Profiles, is this profile visible to those assets. | DeviceProfiles/DeviceProfile.h |
|
| bVisible | bool | Flag used in the editor to determine whether the profile is visible in the property matrix | DeviceProfiles/DeviceProfile.h | |
| ConfigPlatform | FString | This is not a property, it shouldn't be set by the editor | DeviceProfiles/DeviceProfile.h | |
| CVars | TArray< FString > | The collection of CVars which is set from this profile | DeviceProfiles/DeviceProfile.h |
|
| DeviceType | FString | The type of this profile, I.e. IOS, Windows, PS4 etc | DeviceProfiles/DeviceProfile.h |
|
| FragmentIncludes | TArray< FString > | A collection of UDeviceProfileFragment names, which can contain predefined sets of cvars | DeviceProfiles/DeviceProfile.h | |
| MatchingRules | TArray< FDPMatchingRulestruct > | An array of conditions to test against and fragment names to select. | DeviceProfiles/DeviceProfile.h |
|
| Parent | TObjectPtr< UDeviceProfile > | The parent object of this profile, it is the object matching this DeviceType with the BaseProfileName | DeviceProfiles/DeviceProfile.h | |
| SelectedFragments | TArray< FSelectedFragmentProperties > | The selected result after running the MatchingRules process. | DeviceProfiles/DeviceProfile.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ConsolidatedCVars | TMap< FString, FString > | Consolidated CVars, lazy initialized - access via GetConsolidatedCVars | DeviceProfiles/DeviceProfile.h | |
| CVarsLock | FCriticalSection | DeviceProfiles/DeviceProfile.h | ||
| CVarsUpdatedDelegate | FOnCVarsUpdated | Delegate object fired when there has been any changes to the console variables | DeviceProfiles/DeviceProfile.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ForEachConsolidatedCVar
(
const TFunctionRef< bool(const FString&, const FString&)>& FuncRef |
Iterates over all consolidated string key-value CVar pairs held in this device profile, or in any parent device profile. | DeviceProfiles/DeviceProfile.h | |
void GatherParentCVarInformationRecursively
(
TMap< FString, FString >& CVarInformation |
Get the collection of Console Variables that this profile inherits from its' parents | DeviceProfiles/DeviceProfile.h | |
const TMap< FString, FString > & GetConsolidatedCVars () |
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. | DeviceProfiles/DeviceProfile.h | |
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. | DeviceProfiles/DeviceProfile.h | |
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. | DeviceProfiles/DeviceProfile.h | |
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. | DeviceProfiles/DeviceProfile.h | |
FString GetCVarValue
(
const FString& CVarName |
DeviceProfiles/DeviceProfile.h | ||
const FSelectedFragmentProperties * GetFragmentByTag
(
FName& FragmentTag |
Accessor to a fragment by tag. | DeviceProfiles/DeviceProfile.h | |
UDeviceProfile * GetParentProfile
(
bool bIncludeDefaultObject |
Returns the parent device profile, optionally including the default object | DeviceProfiles/DeviceProfile.h | |
UTextureLODSettings * GetTextureLODSettings() |
Access to the device profiles Texture LOD Settings | DeviceProfiles/DeviceProfile.h | |
bool IsVisibleForAssets() |
DeviceProfiles/DeviceProfile.h | ||
bool ModifyCVarValue
(
const FString& CVarName, |
DeviceProfiles/DeviceProfile.h | ||
FOnCVarsUpdated & OnCVarsUpdated() |
Accessor to the delegate object fired when there has been any changes to the console variables | DeviceProfiles/DeviceProfile.h | |
void ValidateProfile() |
ValidateProfile() Validate the Profile after changes by loading it's config (.ini) | DeviceProfiles/DeviceProfile.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
DeviceProfiles/DeviceProfile.h | ||
virtual const TCHAR * GetConfigOverridePlatform() |
Prefer to load the DP from its platform's hierarchy | DeviceProfiles/DeviceProfile.h | |
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
DeviceProfiles/DeviceProfile.h | ||
virtual void PostReloadConfig
(
FProperty* PropertyThatWasLoaded |
Need to add missing entries in TextureLODGroups to match enum TextureGroup when the device profile is reloaded | DeviceProfiles/DeviceProfile.h |