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