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UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCoding/Private/LiveCodingSettings.h

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "LiveCodingSettings.generated.h"
UENUM()
enum class ELiveCodingStartupMode : uint8
{
Automatic UMETA(DisplayName = "Start automatically and show console"),
AutomaticButHidden UMETA(DisplayName = "Start automatically but hide console until summoned"),
Manual UMETA(DisplayName = "Manual"),
};
UCLASS(config=EditorPerProjectUserSettings, meta=(DisplayName="Live Coding"))
class ULiveCodingSettings : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(config, EditAnywhere, Category=General, Meta=(DisplayName="Enable Live Coding"))
bool bEnabled;
UPROPERTY(config, EditAnywhere, Category=General, Meta=(ConfigRestartRequired=true, EditCondition="bEnabled"))
ELiveCodingStartupMode Startup;
UPROPERTY(config, EditAnywhere, Category=Modules, Meta=(ConfigRestartRequired=true, EditCondition="bEnabled"))
bool bIncludeEngineModules;
UPROPERTY(config, EditAnywhere, Category=Modules, Meta=(ConfigRestartRequired=true, EditCondition="bEnabled"))
bool bIncludeEnginePluginModules;
UPROPERTY(config, EditAnywhere, Category=Modules, Meta=(ConfigRestartRequired=true, EditCondition="bEnabled"))
bool bIncludeProjectModules;
UPROPERTY(config, EditAnywhere, Category=Modules, Meta=(ConfigRestartRequired=true, EditCondition="bEnabled"))
bool bIncludeProjectPluginModules;
UPROPERTY(config, EditAnywhere, Category=Modules, Meta=(ConfigRestartRequired=true, EditCondition="bEnabled"))
TArray<FName> IncludeSpecificModules;
UPROPERTY(config, EditAnywhere, Category=Modules, Meta=(ConfigRestartRequired=true, EditCondition="bEnabled"))
TArray<FName> ExcludeSpecificModules;
ULiveCodingSettings(const FObjectInitializer& Initializer);
};