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Platform Utils

Introduction

A Blueprint Function Library class used for platform detection

API Reference

Functions

Name Description Params Return
GetPlatform Get the current platform EPlatform
The current platform
IsInEditor Is the build running inside the editor? bool
A boolean value indicating if the build is running inside the editor
IsDesktop Is the build running on a desktop platform? bool
A boolean value indicating if the build is running on a desktop platform
IsWindows Is the build running on Windows? bool
A boolean value indicating if the build is running on Windows
IsMacOS Is the build running on MacOS? bool
A boolean value indicating if the build is running on MacOS
IsMacOSx86 Is the build running on MacOS (x86)? bool
A boolean value indicating if the build is running on MacOS (x86)
IsMacOSArm Is the build running on MacOS (ARM)? bool
A boolean value indicating if the build is running on MacOS (ARM)
IsLinux Is the build running on Linux? bool
A boolean value indicating if the build is running on Linux
IsConsole Is the build running on a console platform? bool
A boolean value indicating if the build is running on a console platform
IsConsoleMx Is the build running on Console MX? bool
A boolean value indicating if the build is running on Console MX
IsConsoleSp Is the build running on Console SP? bool
A boolean value indicating if the build is running on Console SP
IsConsoleNs Is the build running on Console NS? bool
A boolean value indicating if the build is running on Console NS
IsMobile Is the build running on a mobile platform? bool
A boolean value indicating if the build is running on a mobile platform
IsAndroid Is the build running on Android? bool
A boolean value indicating if the build is running on Android
IsAndroidx86 Is the build running on Android (x86)? bool
A boolean value indicating if the build is running on Android (x86)
IsAndroidx64 Is the build running on Android (x64)? bool
A boolean value indicating if the build is running on Android (x64)
IsAndroidArm Is the build running on Android (ARM)? bool
A boolean value indicating if the build is running on Android (ARM)
IsAndroidArm64 Is the build running on Android (ARM64)? bool
A boolean value indicating if the build is running on Android (ARM64)
IsIOS Is the build running on iOS? bool
A boolean value indicating if the build is running on iOS

Blueprint Usage

You can use the PlatformUtils using Blueprints by adding one of the following nodes:

  • Ultimate Starter Kit > Utils > Platform > Get Platform
  • Ultimate Starter Kit > Utils > Platform > Is In Editor
  • Ultimate Starter Kit > Utils > Platform > Is Desktop
  • Ultimate Starter Kit > Utils > Platform > Is Windows
  • Ultimate Starter Kit > Utils > Platform > Is MacOS
  • Ultimate Starter Kit > Utils > Platform > Is MacOS (x86)
  • Ultimate Starter Kit > Utils > Platform > Is MacOS (ARM)
  • Ultimate Starter Kit > Utils > Platform > Is Linux
  • Ultimate Starter Kit > Utils > Platform > Is Console
  • Ultimate Starter Kit > Utils > Platform > Is Console MX
  • Ultimate Starter Kit > Utils > Platform > Is Console SP
  • Ultimate Starter Kit > Utils > Platform > Is Console NS
  • Ultimate Starter Kit > Utils > Platform > Is Mobile
  • Ultimate Starter Kit > Utils > Platform > Is Android
  • Ultimate Starter Kit > Utils > Platform > Is Android (x86)
  • Ultimate Starter Kit > Utils > Platform > Is Android (x64)
  • Ultimate Starter Kit > Utils > Platform > Is Android (ARM)
  • Ultimate Starter Kit > Utils > Platform > Is Android (ARM64)
  • Ultimate Starter Kit > Utils > Platform > Is iOS

C++ Usage

Before you can use the plugin, you first need to enable the plugin in your Build.cs file:

PublicDependencyModuleNames.Add("USK");

The PlatformUtils can now be used in any of your C++ files:

#include "USK/Utils/PlatformUtils.h"

void ATestActor::Test()
{
    EPlatform Platform = UPlatformUtils::GetPlatform();
    bool IsInEditorValue = UPlatformUtils::IsInEditor();
    bool IsDesktopValue = UPlatformUtils::IsDesktop();
    bool IsWindowsValue = UPlatformUtils::IsWindows();
    bool IsMacOSValue = UPlatformUtils::IsMacOS();
    bool IsMacOSx86Value = UPlatformUtils::IsMacOSx86();
    bool IsMacOSArmValue = UPlatformUtils::IsMacOSArm();
    bool IsLinuxValue = UPlatformUtils::IsLinux();
    bool IsConsoleValue = UPlatformUtils::IsConsole();
    bool IsConsoleMxValue = UPlatformUtils::IsConsoleMx();
    bool IsConsoleSpValue = UPlatformUtils::IsConsoleSp();
    bool IsConsoleNsValue = UPlatformUtils::IsConsoleNs();
    bool IsMobileValue = UPlatformUtils::IsMobile();
    bool IsAndroidValue = UPlatformUtils::IsAndroid();
    bool IsAndroidx86Value = UPlatformUtils::IsAndroidx86();
    bool IsAndroidx64Value = UPlatformUtils::IsAndroidx64();
    bool IsAndroidArmValue = UPlatformUtils::IsAndroidArm();
    bool IsAndroidArm64Value = UPlatformUtils::IsAndroidArm64();
    bool IsIOSValue = UPlatformUtils::IsIOS();
}