TNonDesktopTargetPlatformBase

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

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