// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "EditorLiveStreamingModule.h" #include "EditorLiveStreamingSettings.h" UEditorLiveStreamingSettings::UEditorLiveStreamingSettings( const class FPostConstructInitializeProperties& PCIP ) : Super( PCIP ) { } void UEditorLiveStreamingSettings::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent ) { UProperty* PropertyThatChanged = PropertyChangedEvent.Property; const FName Name = PropertyThatChanged ? PropertyThatChanged->GetFName() : NAME_None; // if( Name == ??? ) // { // ... // } // Save config to file, but only if we are not the build machine since game agnostic settings may put the builder in an unclean state if( !GIsBuildMachine ) { this->SaveConfig(); } }