PerPlatformTargetFlavorName

PerPlatformTargetFlavorName

#Overview

name: PerPlatformTargetFlavorName

The value of this variable can be defined or overridden in .ini config files. 2 .ini config files referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseGame.ini:162, section: [/Script/DeveloperToolSettings.PlatformsMenuSettings]

Location: <Workspace>/Projects/Lyra/Config/DefaultGame.ini:190, section: [/Script/UnrealEd.ProjectPackagingSettings]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/PlatformsMenuSettings.h:48

Scope (from outer to inner):

file
class        class UPlatformsMenuSettings : public UObject

Source code excerpt:

	/** Per platform flavor cooking target */
	UPROPERTY(config)
	TMap<FName, FName> PerPlatformTargetFlavorName;

	/** Per platform build target */
	UPROPERTY(config, EditAnywhere, Category=Project)
	TMap<FName, FString> PerPlatformBuildTarget;

#Loc: <Workspace>/Engine/Source/Developer/DeveloperToolSettings/Private/PlatformsMenuSettings.cpp:48

Scope (from outer to inner):

file
function     FName UPlatformsMenuSettings::GetTargetFlavorForPlatform

Source code excerpt:

FName UPlatformsMenuSettings::GetTargetFlavorForPlatform(FName FlavorName) const
{
	const FName* Value = PerPlatformTargetFlavorName.Find(FlavorName);

	// the flavor name is also the name of the vanilla info
	return Value == nullptr ? FlavorName : *Value;
}

void UPlatformsMenuSettings::SetTargetFlavorForPlatform(FName PlatformName, FName TargetFlavorName)
{
	PerPlatformTargetFlavorName.Add(PlatformName, TargetFlavorName);
}

FString UPlatformsMenuSettings::GetBuildTargetForPlatform(FName PlatformName) const
{
	const FString* Value = PerPlatformBuildTarget.Find(PlatformName);