Files
UnrealEngineUWP/Engine/Source/Editor/LevelInstanceEditor/Public/LevelInstanceEditorSettings.h
patrick enfedaque a4ffb07bc3 Level Instance: Persist create settings & add new setting make the create dialog optional.
#rb richard.malo
#preflight skip

#ROBOMERGE-AUTHOR: patrick.enfedaque
#ROBOMERGE-SOURCE: CL 20630207 via CL 20630252 via CL 20630265
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20636330 by patrick enfedaque in ue5-main branch]
2022-06-13 18:38:57 -04:00

48 lines
1.4 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)
class ULevelInstanceEditorSettings : public UObject
{
GENERATED_BODY()
public:
ULevelInstanceEditorSettings();
/** List of info for all known LevelInstance template maps */
UPROPERTY(config)
TArray<FTemplateMapInfo> TemplateMapInfos;
UPROPERTY(config)
FString LevelInstanceClassName;
};
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;
};