2021-10-07 22:25:54 -04:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Engine/DeveloperSettings.h"
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2021-10-08 12:41:06 -04:00
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#include "BodySetupEnums.h"
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2021-10-07 22:25:54 -04:00
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#include "ModelingComponentsSettings.generated.h"
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/**
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* Settings for the Modeling Components plug-in. These settings are primarily used to configure two things:
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* - Behavior of things like optional Rendering features inside Modeling Tools, eg for edit-preview rendering
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* - Setup of New Mesh Objects emitted by Modeling Tools (eg their default collision settings, etc)
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*/
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UCLASS(config=EditorPerProjectUserSettings)
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class MODELINGCOMPONENTS_API UModelingComponentsSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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// UDeveloperSettings overrides
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virtual FName GetContainerName() const { return FName("Project"); }
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virtual FName GetCategoryName() const { return FName("Plugins"); }
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virtual FName GetSectionName() const { return FName("Modeling Mode Tools"); }
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#if WITH_EDITOR
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virtual FText GetSectionText() const override;
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virtual FText GetSectionDescription() const override;
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#endif
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public:
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//
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// Rendering settings applied to Preview Components used during live mesh editing
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//
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/** Enable Realtime Raytracing support for Mesh Editing Tools. This will impact performance of Tools with Real-Time feedback like 3D Sculpting. */
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UPROPERTY(config, EditAnywhere, Category = "Modeling Tools|Rendering")
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bool bEnableRayTracingWhileEditing = false;
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//
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// New Mesh Object settings, for new meshes/assets emitted by Modeling Tools
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//
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/** Enable Raytracing Support for new Mesh Objects created by Modeling Tools, if support is optional (eg DynamicMeshActors) */
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UPROPERTY(config, EditAnywhere, Category = "Modeling Tools|New Mesh Objects")
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bool bEnableRayTracing = false;
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/** Enable Collision Support for new Mesh Objects created by Modeling Tools */
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UPROPERTY(config, EditAnywhere, Category = "Modeling Tools|New Mesh Objects")
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bool bEnableCollision = true;
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/** Default Collision Mode set on new Mesh Objects created by Modeling Tools */
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UPROPERTY(config, EditAnywhere, Category = "Modeling Tools|New Mesh Objects")
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TEnumAsByte<enum ECollisionTraceFlag> CollisionMode = ECollisionTraceFlag::CTF_UseComplexAsSimple;
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};
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