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UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeSettings.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DeveloperSettings.h"
#include "StateTreeSettings.generated.h"
/**
* Default StateTree settings
*/
UCLASS(config = StateTree, defaultconfig, DisplayName = "StateTree")
class STATETREEMODULE_API UStateTreeSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
static UStateTreeSettings& Get() { return *CastChecked<UStateTreeSettings>(StaticClass()->GetDefaultObject()); }
/**
* Editor targets relies on PIE and StateTreeEditor to start/stop traces.
* This is to start traces automatically when launching Standalone, Client or Server builds.
* It's also possible to do it manually using 'statetree.startdebuggertraces' and 'statetree.stopdebuggertraces' in the console.
*/
UPROPERTY(EditDefaultsOnly, Category = StateTree, config)
bool bAutoStartDebuggerTracesOnNonEditorTargets = false;
};