Files
UnrealEngineUWP/Engine/Source/Editor/AudioEditor/Classes/AudioEditorSettings.h
helen yang 5b77634c5b Fix pinned audio asset types editor preferences not being observed
#jira UE-191432
#rb aaron.mcleran

[CL 26900688 by helen yang in ue5-main branch]
2023-08-07 17:52:07 -04:00

47 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DeveloperSettings.h"
#include "HAL/Platform.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "AudioEditorSettings.generated.h"
class UObject;
struct FPropertyChangedEvent;
UCLASS(config = EditorPerProjectUserSettings, defaultconfig, meta = (DisplayName = "Audio"))
class AUDIOEDITOR_API UAudioEditorSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
/** Whether to pin the Sound Cue asset type when creating new assets. Requires editor restart to take effect. */
UPROPERTY(EditAnywhere, config, Category = AssetMenu)
bool bPinSoundCueInAssetMenu = true;
/** Whether to pin the Sound Cue Template asset type when creating new assets. Requires editor restart to take effect. */
UPROPERTY(EditAnywhere, config, Category = AssetMenu)
bool bPinSoundCueTemplateInAssetMenu = false;
/** Whether to pin the Sound Attenuation asset type when creating new assets. Requires editor restart to take effect. */
UPROPERTY(EditAnywhere, config, Category = AssetMenu)
bool bPinSoundAttenuationInAssetMenu = true;
/** Whether to pin the Sound Concurrency asset type when creating new assets. Requires editor restart to take effect. */
UPROPERTY(EditAnywhere, config, Category = AssetMenu)
bool bPinSoundConcurrencyInAssetMenu = true;
//~ Begin UDeveloperSettings
virtual FName GetCategoryName() const override { return TEXT("General"); }
//~ End UDeveloperSettings
//~ Begin UObject
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
//~ End UObject
};