Files
UnrealEngineUWP/Engine/Source/Developer/SourceCodeAccess/Private/SourceCodeAccessSettings.h
ben marsh d43b86cd62 Various fixes for using a non-default source code accessor in the editor.
* Fix incorrect path for tutorial dialog explaining how to install Visual Studio
* Tell the user that they need to restart when changing their source code accessor.
* On Windows, always check for the presence of Visual Studio 2017 or 2019 when determining whether the user can compile. This is distinct from whether the user has the chosen IDE available.

#rb none
#jira UE-69253

#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4951506 in //UE4/Release-4.22/... via CL 4951508
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim)

[CL 5023935 by ben marsh in Dev-Anim branch]
2019-02-16 03:01:39 -05:00

19 lines
534 B
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "SourceCodeAccessSettings.generated.h"
UCLASS(config=EditorSettings)
class USourceCodeAccessSettings : public UObject
{
GENERATED_UCLASS_BODY()
/** The source code editor we prefer to use. */
UPROPERTY(Config, EditAnywhere, Category="Source Code Editor", meta=(DisplayName="Source Code Editor", ConfigRestartRequired = true))
FString PreferredAccessor;
};