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83 lines
3.2 KiB
C++
83 lines
3.2 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintEditorSettings.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Editor/EditorPerProjectUserSettings.h"
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#include "Settings/EditorExperimentalSettings.h"
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#include "Toolkits/AssetEditorManager.h"
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#include "FindInBlueprintManager.h"
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UBlueprintEditorSettings::UBlueprintEditorSettings(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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// Style Settings
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, bDrawMidpointArrowsInBlueprints(false)
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, bShowGraphInstructionText(true)
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// Workflow Settings
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, bSplitContextTargetSettings(true)
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, bExposeAllMemberComponentFunctions(true)
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, bShowContextualFavorites(false)
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, bCompactCallOnMemberNodes(false)
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, bFlattenFavoritesMenus(true)
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, bFavorPureCastNodes(false)
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, bAutoCastObjectConnections(false)
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, bShowViewportOnSimulate(false)
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, bShowInheritedVariables(false)
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, bShowEmptySections(true)
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, bSpawnDefaultBlueprintNodes(true)
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, bHideConstructionScriptComponentsInDetailsView(true)
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, bHostFindInBlueprintsInGlobalTab(true)
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, bNavigateToNativeFunctionsFromCallNodes(true)
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, bIncludeCommentNodesInBookmarksTab(true)
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, bShowBookmarksForCurrentDocumentOnlyInTab(false)
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// Compiler Settings
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, SaveOnCompile(SoC_Never)
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, bJumpToNodeErrors(false)
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, bAllowExplicitImpureNodeDisabling(false)
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// Developer Settings
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, bShowActionMenuItemSignatures(false)
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// Perf Settings
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, bShowDetailedCompileResults(false)
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, CompileEventDisplayThresholdMs(5)
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, NodeTemplateCacheCapMB(20.f)
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{
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// settings that were moved out of experimental...
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UEditorExperimentalSettings const* ExperimentalSettings = GetDefault<UEditorExperimentalSettings>();
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bDrawMidpointArrowsInBlueprints = ExperimentalSettings->bDrawMidpointArrowsInBlueprints;
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// settings that were moved out of editor-user settings...
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UEditorPerProjectUserSettings const* UserSettings = GetDefault<UEditorPerProjectUserSettings>();
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bShowActionMenuItemSignatures = UserSettings->bDisplayActionListItemRefIds;
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FString const ClassConfigKey = GetClass()->GetPathName();
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bool bOldSaveOnCompileVal = false;
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// backwards compatibility: handle the case where users have already switched this on
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if (GConfig->GetBool(*ClassConfigKey, TEXT("bSaveOnCompile"), bOldSaveOnCompileVal, GEditorPerProjectIni) && bOldSaveOnCompileVal)
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{
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SaveOnCompile = SoC_SuccessOnly;
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}
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}
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void UBlueprintEditorSettings::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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const FName PropertyName = (PropertyChangedEvent.Property != nullptr) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
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if (PropertyName == GET_MEMBER_NAME_CHECKED(UBlueprintEditorSettings, bHostFindInBlueprintsInGlobalTab))
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{
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// Close all open Blueprint editors to reset associated FiB states.
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FAssetEditorManager& AssetEditorManager = FAssetEditorManager::Get();
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TArray<UObject*> EditedAssets = AssetEditorManager.GetAllEditedAssets();
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for (UObject* EditedAsset : EditedAssets)
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{
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if (EditedAsset->IsA<UBlueprint>())
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{
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AssetEditorManager.CloseAllEditorsForAsset(EditedAsset);
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}
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}
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// Enable or disable the feature through the FiB manager.
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FFindInBlueprintSearchManager::Get().EnableGlobalFindResults(bHostFindInBlueprintsInGlobalTab);
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}
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Super::PostEditChangeProperty(PropertyChangedEvent);
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} |