Remove CVars for loading screen options to prevent them from constantly resetting the project settings.
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@ -2,7 +2,7 @@
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#pragma once
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#pragma once
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#include "Engine/DeveloperSettingsBackedByCVars.h"
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#include "Engine/DeveloperSettings.h"
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#include "HAL/Platform.h"
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#include "HAL/Platform.h"
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#include "UObject/SoftObjectPath.h"
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#include "UObject/SoftObjectPath.h"
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#include "UObject/UObjectGlobals.h"
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#include "UObject/UObjectGlobals.h"
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@ -14,7 +14,7 @@
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* Settings for a loading screen system.
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* Settings for a loading screen system.
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*/
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*/
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UCLASS(config=Game, defaultconfig, meta=(DisplayName="Common Loading Screen"))
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UCLASS(config=Game, defaultconfig, meta=(DisplayName="Common Loading Screen"))
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class UCommonLoadingScreenSettings : public UDeveloperSettingsBackedByCVars
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class UCommonLoadingScreenSettings : public UDeveloperSettings
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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@ -36,7 +36,7 @@ public:
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//
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//
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// Note: This is not normally applied in the editor for iteration time, but can be
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// Note: This is not normally applied in the editor for iteration time, but can be
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// enabled via HoldLoadingScreenAdditionalSecsEvenInEditor
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// enabled via HoldLoadingScreenAdditionalSecsEvenInEditor
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UPROPERTY(config, EditAnywhere, Category=Configuration, meta=(ForceUnits=s, ConsoleVariable="CommonLoadingScreen.HoldLoadingScreenAdditionalSecs"))
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UPROPERTY(config, EditAnywhere, Category=Configuration, meta=(ForceUnits=s))
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float HoldLoadingScreenAdditionalSecs = 0.0f;
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float HoldLoadingScreenAdditionalSecs = 0.0f;
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// The interval in seconds beyond which the loading screen is considered permanently hung (if non-zero).
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// The interval in seconds beyond which the loading screen is considered permanently hung (if non-zero).
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@ -48,11 +48,11 @@ public:
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float LogLoadingScreenHeartbeatInterval = 5.0f;
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float LogLoadingScreenHeartbeatInterval = 5.0f;
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// When true, the reason the loading screen is shown or hidden will be printed to the log every frame.
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// When true, the reason the loading screen is shown or hidden will be printed to the log every frame.
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UPROPERTY(Transient, EditAnywhere, Category=Debugging, meta=(ConsoleVariable="CommonLoadingScreen.LogLoadingScreenReasonEveryFrame"))
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UPROPERTY(Transient, EditAnywhere, Category=Debugging)
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bool LogLoadingScreenReasonEveryFrame = 0;
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bool LogLoadingScreenReasonEveryFrame = 0;
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// Force the loading screen to be displayed (useful for debugging)
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// Force the loading screen to be displayed (useful for debugging)
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UPROPERTY(Transient, EditAnywhere, Category=Debugging, meta=(ConsoleVariable="CommonLoadingScreen.AlwaysShow"))
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UPROPERTY(Transient, EditAnywhere, Category=Debugging)
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bool ForceLoadingScreenVisible = false;
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bool ForceLoadingScreenVisible = false;
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// Should we apply the additional HoldLoadingScreenAdditionalSecs delay even in the editor
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// Should we apply the additional HoldLoadingScreenAdditionalSecs delay even in the editor
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@ -64,33 +64,6 @@ bool ILoadingProcessInterface::ShouldShowLoadingScreen(UObject* TestObject, FStr
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return false;
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return false;
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}
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}
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//////////////////////////////////////////////////////////////////////
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namespace LoadingScreenCVars
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{
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// CVars
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static float HoldLoadingScreenAdditionalSecs = 0.0f;
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static FAutoConsoleVariableRef CVarHoldLoadingScreenUpAtLeastThisLongInSecs(
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TEXT("CommonLoadingScreen.HoldLoadingScreenAdditionalSecs"),
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HoldLoadingScreenAdditionalSecs,
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TEXT("How long to hold the loading screen up after other loading finishes (in seconds) to try to give texture streaming a chance to avoid blurriness"),
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ECVF_Default | ECVF_Preview);
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static bool LogLoadingScreenReasonEveryFrame = false;
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static FAutoConsoleVariableRef CVarLogLoadingScreenReasonEveryFrame(
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TEXT("CommonLoadingScreen.LogLoadingScreenReasonEveryFrame"),
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LogLoadingScreenReasonEveryFrame,
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TEXT("When true, the reason the loading screen is shown or hidden will be printed to the log every frame."),
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ECVF_Default);
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static bool ForceLoadingScreenVisible = false;
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static FAutoConsoleVariableRef CVarForceLoadingScreenVisible(
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TEXT("CommonLoadingScreen.AlwaysShow"),
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ForceLoadingScreenVisible,
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TEXT("Force the loading screen to show."),
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ECVF_Default);
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}
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//////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////
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// FLoadingScreenInputPreProcessor
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// FLoadingScreenInputPreProcessor
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