Files
UnrealEngineUWP/Engine/Source/Editor/LevelInstanceEditor/Public/LevelInstanceEditorSettings.h
patrick enfedaque 36a35ce76a LevelInstance: Deprecate CanBeUsedByLevelInstance.
- Runtime: Level Instances that are WP will still get embedded in their parent world grid (independent of the value of bEnableStreaming)
- Editor: Level Instances with bEnableStreaming=true will now act as regular World Partitions when loaded on their own. Allowing for big Level Instances to be partially loaded outside of their owning world.
- Add Project Setting for default value to assign to new Level Instances

#rb jeanfrancois.dube, richard.malo

[CL 25926203 by patrick enfedaque in ue5-main branch]
2023-06-12 07:30:42 -04:00

52 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "Editor/UnrealEdEngine.h"
#include "Engine/DeveloperSettings.h"
#include "LevelInstance/LevelInstanceTypes.h"
#include "LevelInstanceEditorSettings.generated.h"
UCLASS(config = Editor, defaultconfig, meta = (DisplayName = "Level Instance"))
class ULevelInstanceEditorSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
ULevelInstanceEditorSettings();
/** List of info for all known LevelInstance template maps */
UPROPERTY(config)
TArray<FTemplateMapInfo> TemplateMapInfos;
UPROPERTY(config)
FString LevelInstanceClassName;
UPROPERTY(config, EditAnywhere, Category="World Partition", meta = (ToolTip="Create World Partition Level Instances with Streaming Enabled/Disabled by default"))
bool bEnableStreaming;
};
UCLASS(config = EditorPerProjectUserSettings, meta = (DisplayName = "Level Instance"))
class ULevelInstanceEditorPerProjectUserSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
ULevelInstanceEditorPerProjectUserSettings();
static void UpdateFrom(const FNewLevelInstanceParams& Params);
/** Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc. */
virtual FName GetCategoryName() const override { return TEXT("ContentEditors"); }
/** If false, create dialog will not be shown and last settings will be used. */
UPROPERTY(config, EditAnywhere, Category = Create)
bool bAlwaysShowDialog;
UPROPERTY(config, EditAnywhere, Category = Pivot)
ELevelInstancePivotType PivotType;
};