Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/Private/LevelSequenceProjectSettings.h
Marc Audy 8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00

39 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "Engine/DeveloperSettings.h"
#include "MovieSceneFwd.h"
#include "LevelSequenceProjectSettings.generated.h"
// Settings for level sequences
UCLASS(config=Engine, defaultconfig, meta=(DisplayName="Level Sequence"))
class ULevelSequenceProjectSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
ULevelSequenceProjectSettings();
UPROPERTY(config, EditAnywhere, Category=Timeline, meta=(ConsoleVariable="LevelSequence.DefaultLockEngineToDisplayRate", Tooltip="0: Playback locked to playback frames\n1: Unlocked playback with sub frame interpolation"))
bool bDefaultLockEngineToDisplayRate;
UPROPERTY(config, EditAnywhere, Category=Timeline, meta=(ConsoleVariable="LevelSequence.DefaultDisplayRate", Tooltip="Specifies default display frame rate for newly created level sequences; also defines frame locked frame rate where sequences are set to be frame locked. Examples: 30 fps, 120/1 (120 fps), 30000/1001 (29.97), 0.01s (10ms)."))
FString DefaultDisplayRate;
UPROPERTY(config, EditAnywhere, Category=Timeline, meta=(ConsoleVariable="LevelSequence.DefaultTickResolution", Tooltip="Specifies default tick resolution for newly created level sequences. Examples: 30 fps, 120/1 (120 fps), 30000/1001 (29.97), 0.01s (10ms)."))
FString DefaultTickResolution;
UPROPERTY(config, EditAnywhere, Category=Timeline, meta=(ConsoleVariable="LevelSequence.DefaultClockSource", Tooltip="Specifies default clock source for newly created level sequences. Examples: 0: Tick, 1: Platform, 2: Audio, 3: RelativeTimecode, 4: Timecode, 5: Custom"))
EUpdateClockSource DefaultClockSource;
virtual void PostInitProperties() override;
#if WITH_EDITOR
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
};