if you want add some platform depended code you can use this macros:
PLATFORM_MAC PLATFORM_WINDOWS PLATFORM_LINUX PLATFORM_IOS PLATFORM_ANDROID WITH_EDITOR
or try to use this:
UGameplayStatics::GetPlatformName();
if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac)) { if (UEBuildConfiguration.bCompileSteamOSS == true) { DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam"); } DynamicallyLoadedModuleNames.Add("OnlineSubsystemNull"); } else if (Target.Platform == UnrealTargetPlatform.PS4) { DynamicallyLoadedModuleNames.Add("OnlineSubsystemPS4"); } else if (Target.Platform == UnrealTargetPlatform.XboxOne) { DynamicallyLoadedModuleNames.Add("OnlineSubsystemLive"); }
if u want to detecting VR Mode by code ,as below:
if ( GEngine->HMDDevice.IsValid() ) //check pointer is valid { if ( GEngine->HMDDevice->IsStereoEnabled() && GEngine->HMDDevice->IsHeadTrackingAllowed() || GEngine->HMDDevice->IsHMDConnected) //check stereo enabled { //do stereo stuff } } else { //do other non stereo stuff }
TIPS: MACRO #if OCULUS_RIFT_SUPPORTED_PLATFORMS does't work. i try it on Oculus VR.
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