| // Copyright Epic Games, Inc. All Rights Reserved. | |
| struct FGameFeatureActivatingContext; | |
| struct FGameFeatureDeactivatingContext; | |
| ////////////////////////////////////////////////////////////////////// | |
| // UApplyFrontendPerfSettingsAction | |
| // Game user settings (and engine performance/scalability settings they drive) | |
| // are global, so there's no point in tracking this per world for multi-player PIE: | |
| // we just apply it if any PIE world is in the menu. | |
| // | |
| // However, by default we won't apply front-end performance stuff in the editor | |
| // unless the developer setting ApplyFrontEndPerformanceOptionsInPIE is enabled | |
| int32 UApplyFrontendPerfSettingsAction::ApplicationCounter = 0; | |
| void UApplyFrontendPerfSettingsAction::OnGameFeatureActivating(FGameFeatureActivatingContext& Context) | |
| { | |
| ApplicationCounter++; | |
| if (ApplicationCounter == 1) | |
| { | |
| ULyraSettingsLocal::Get()->SetShouldUseFrontendPerformanceSettings(true); | |
| } | |
| } | |
| void UApplyFrontendPerfSettingsAction::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) | |
| { | |
| ApplicationCounter--; | |
| check(ApplicationCounter >= 0); | |
| if (ApplicationCounter == 0) | |
| { | |
| ULyraSettingsLocal::Get()->SetShouldUseFrontendPerformanceSettings(false); | |
| } | |
| } | |