Remove CVars for loading screen options to prevent them from constantly resetting the project settings.
This commit is contained in:
parent
a78d861a7a
commit
ad35203527
@ -2,7 +2,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Engine/DeveloperSettingsBackedByCVars.h"
|
||||
#include "Engine/DeveloperSettings.h"
|
||||
#include "HAL/Platform.h"
|
||||
#include "UObject/SoftObjectPath.h"
|
||||
#include "UObject/UObjectGlobals.h"
|
||||
@ -14,7 +14,7 @@
|
||||
* Settings for a loading screen system.
|
||||
*/
|
||||
UCLASS(config=Game, defaultconfig, meta=(DisplayName="Common Loading Screen"))
|
||||
class UCommonLoadingScreenSettings : public UDeveloperSettingsBackedByCVars
|
||||
class UCommonLoadingScreenSettings : public UDeveloperSettings
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
@ -36,7 +36,7 @@ public:
|
||||
//
|
||||
// Note: This is not normally applied in the editor for iteration time, but can be
|
||||
// enabled via HoldLoadingScreenAdditionalSecsEvenInEditor
|
||||
UPROPERTY(config, EditAnywhere, Category=Configuration, meta=(ForceUnits=s, ConsoleVariable="CommonLoadingScreen.HoldLoadingScreenAdditionalSecs"))
|
||||
UPROPERTY(config, EditAnywhere, Category=Configuration, meta=(ForceUnits=s))
|
||||
float HoldLoadingScreenAdditionalSecs = 0.0f;
|
||||
|
||||
// The interval in seconds beyond which the loading screen is considered permanently hung (if non-zero).
|
||||
@ -48,11 +48,11 @@ public:
|
||||
float LogLoadingScreenHeartbeatInterval = 5.0f;
|
||||
|
||||
// When true, the reason the loading screen is shown or hidden will be printed to the log every frame.
|
||||
UPROPERTY(Transient, EditAnywhere, Category=Debugging, meta=(ConsoleVariable="CommonLoadingScreen.LogLoadingScreenReasonEveryFrame"))
|
||||
UPROPERTY(Transient, EditAnywhere, Category=Debugging)
|
||||
bool LogLoadingScreenReasonEveryFrame = 0;
|
||||
|
||||
// Force the loading screen to be displayed (useful for debugging)
|
||||
UPROPERTY(Transient, EditAnywhere, Category=Debugging, meta=(ConsoleVariable="CommonLoadingScreen.AlwaysShow"))
|
||||
UPROPERTY(Transient, EditAnywhere, Category=Debugging)
|
||||
bool ForceLoadingScreenVisible = false;
|
||||
|
||||
// Should we apply the additional HoldLoadingScreenAdditionalSecs delay even in the editor
|
||||
|
||||
@ -64,33 +64,6 @@ bool ILoadingProcessInterface::ShouldShowLoadingScreen(UObject* TestObject, FStr
|
||||
return false;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
||||
namespace LoadingScreenCVars
|
||||
{
|
||||
// CVars
|
||||
static float HoldLoadingScreenAdditionalSecs = 0.0f;
|
||||
static FAutoConsoleVariableRef CVarHoldLoadingScreenUpAtLeastThisLongInSecs(
|
||||
TEXT("CommonLoadingScreen.HoldLoadingScreenAdditionalSecs"),
|
||||
HoldLoadingScreenAdditionalSecs,
|
||||
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"),
|
||||
ECVF_Default | ECVF_Preview);
|
||||
|
||||
static bool LogLoadingScreenReasonEveryFrame = false;
|
||||
static FAutoConsoleVariableRef CVarLogLoadingScreenReasonEveryFrame(
|
||||
TEXT("CommonLoadingScreen.LogLoadingScreenReasonEveryFrame"),
|
||||
LogLoadingScreenReasonEveryFrame,
|
||||
TEXT("When true, the reason the loading screen is shown or hidden will be printed to the log every frame."),
|
||||
ECVF_Default);
|
||||
|
||||
static bool ForceLoadingScreenVisible = false;
|
||||
static FAutoConsoleVariableRef CVarForceLoadingScreenVisible(
|
||||
TEXT("CommonLoadingScreen.AlwaysShow"),
|
||||
ForceLoadingScreenVisible,
|
||||
TEXT("Force the loading screen to show."),
|
||||
ECVF_Default);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// FLoadingScreenInputPreProcessor
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user