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Unreal Engine C++ API Reference > Developer > TargetPlatform > Common
Inheritance Hierarchy
References
Module | TargetPlatform |
Header | /Engine/Source/Developer/TargetPlatform/Public/Common/TargetPlatformBase.h |
Include | #include "Common/TargetPlatformBase.h" |
Syntax
template<typename TPlatformProperties>
class TNonDesktopTargetPlatformBase : public [TTargetPlatformBase< TPlatformProperties >](API\Developer\TargetPlatform\Common\TTargetPlatformBase)
Variables
Type | Name | Description |
---|---|---|
bool | bIsClientOnly | True if this target platform is client-only, ie strips out server stuff |
Constructors
Type | Name | Description |
---|---|---|
TNonDesktopTargetPlatformBase ( bool bInIsClientOnly, const TCHAR* CookFlavor, const TCHAR* OverrideIniPlatfo... ) | A simplified version for TPs that never will have Editor or ServerOnly versions, potentially multiple CookFlavors, as well as IN VERY RARE CASES, a different runtime IniPlatformName than what is passed in here (an example being TVOS and IOS, where passing in TVOS properties is very complicated) Note that if we delayed the Info creation, we could just use this->IniPlatformName() and override that in, say TVOS, but we can't call a virtual here, so we pass it up into the ctor |
Overridden from ITargetPlatform
Type | Name | Description |
---|---|---|
FString | CookingDeviceProfileName () | Gets the name of the device profile to use when cooking this TargetPlatform |
bool | HasEditorOnlyData () | Checks whether this platform has only editor data (typically desktop platforms). |
FString | IniPlatformName () | Gets the platform's INI name (so an offline tool can load the INI for the given target platform). |
bool | IsClientOnly () | Checks whether this platform is only a client (and must connect to a server to run). |
bool | IsRunningPlatform () | Checks whether this platform is the platform that's currently running. |
bool | IsServerOnly () | Checks whether this platform is only a server. |
FString | PlatformName () | Returns the name of this platform |