Files
UnrealEngineUWP/Engine/Source/Editor/StructViewer/Public/StructViewerProjectSettings.h
bryan sefcik 98b51354ed Ran IWYU on Public headers under Engine/Source/Editor/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065253 by bryan.sefcik
#jira
#preflight 62d5b3e91062f2e63014598e

#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21152630 via CL 21156388 via CL 21157044
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21181817 by bryan sefcik in ue5-main branch]
2022-07-20 11:56:29 -04:00

37 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "CoreTypes.h"
#include "Engine/EngineTypes.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/SoftObjectPath.h"
#include "UObject/SoftObjectPtr.h"
#include "UObject/UObjectGlobals.h"
#include "StructViewerProjectSettings.generated.h"
class UScriptStruct;
/**
* Implements the settings for the Struct Viewer Project Settings
*/
UCLASS(config=Engine, defaultconfig)
class STRUCTVIEWER_API UStructViewerProjectSettings : public UObject
{
GENERATED_UCLASS_BODY()
#if WITH_EDITORONLY_DATA
/** The base directories to be considered Internal Only for the struct picker.*/
UPROPERTY(EditAnywhere, config, Category = StructVisibilityManagement, meta = (DisplayName = "List of directories to consider Internal Only.", ContentDir, LongPackageName))
TArray<FDirectoryPath> InternalOnlyPaths;
/** The base classes to be considered Internal Only for the struct picker.*/
UPROPERTY(EditAnywhere, config, Category = StructVisibilityManagement, meta = (DisplayName = "List of base structs to consider Internal Only.", ShowTreeView, HideViewOptions))
TArray<TSoftObjectPtr<const UScriptStruct>> InternalOnlyStructs;
#endif
};