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- Exposed the runtime behavior so we can now place level instances referencing partitioned worlds that will be streamed at runtime instead of embedded in the container world. - Don't allow edit in place for partitioned level instance worlds that have streaming disabled, as we load the entire level when doing so and could result in out of memory situations. - Added a message box when trying to edit a level instance that can't be edited in place with the reason. - Can be reenabled by setting LevelInstanceEditorSettings.bEnableEditInPlaceStreamingEnabled to true. #rb Patrick.Enfedaque, Richard.Malo [CL 29784110 by jeanfrancois dube in ue5-main branch]
29 lines
1002 B
C++
29 lines
1002 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LevelInstanceEditorSettings.h"
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#include "LevelInstance/LevelInstanceActor.h"
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ULevelInstanceEditorSettings::ULevelInstanceEditorSettings()
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{
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LevelInstanceClassName = ALevelInstance::StaticClass()->GetPathName();
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bEnableStreaming = false;
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bIsEditInPlaceStreamingEnabled = false;
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}
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ULevelInstanceEditorPerProjectUserSettings::ULevelInstanceEditorPerProjectUserSettings()
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{
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bAlwaysShowDialog = true;
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PivotType = ELevelInstancePivotType::CenterMinZ;
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}
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void ULevelInstanceEditorPerProjectUserSettings::UpdateFrom(const FNewLevelInstanceParams& Params)
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{
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ULevelInstanceEditorPerProjectUserSettings* UserSettings = GetMutableDefault<ULevelInstanceEditorPerProjectUserSettings>();
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if (Params.PivotType != UserSettings->PivotType || Params.bAlwaysShowDialog != UserSettings->bAlwaysShowDialog)
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{
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UserSettings->bAlwaysShowDialog = Params.bAlwaysShowDialog;
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UserSettings->PivotType = Params.PivotType;
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UserSettings->SaveConfig();
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}
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} |