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* Replaced with a single "Blend poses by enum" node that has an unbound enum. * The property window now shows the bound enum and can be modified #jira UE-222969 #rb Thomas.Sarkanen [CL 36298004 by lucas dower in 5.5 branch]
34 lines
1.0 KiB
C++
34 lines
1.0 KiB
C++
// 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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#include "AnimGraphSettings.generated.h"
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UCLASS(config=Editor)
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class UAnimGraphSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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//~ Begin UDeveloperSettings interface
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virtual FName GetContainerName() const override;
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virtual FName GetCategoryName() const override;
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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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//~ End UDeveloperSettings interface
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/**
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* If true, populates the blueprint action menu with pre-bound blend-by-enum nodes for supported enums.
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* For large projects this can clutter the context menu so it may be preferable to hide those entries.
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* */
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UPROPERTY(EditAnywhere, config, Category = "Workflow")
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bool bShowInstancedEnumBlendAnimNodeBlueprintActions = true;
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protected:
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//~ Begin UObject Interface
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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//~ End UObject Interface
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}; |