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Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false). EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however. Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini) GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically. This addresses UETOOL-270 (Most editor preferences should be project-agnostic) [CL 2517558 by Andrew Rodham in Main branch]
122 lines
4.4 KiB
C++
122 lines
4.4 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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GameplayDebuggerSettings.h: Declares the UGameplayDebuggerSettings class.
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=============================================================================*/
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#pragma once
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#include "GameplayDebuggerSettings.generated.h"
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#define ADD_LEVEL_EDITOR_EXTENSIONS 0
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USTRUCT()
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struct FGDTCustomViewNames
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY(EditAnywhere, config, Category = "Settings")
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FString GameView1;
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UPROPERTY(EditAnywhere, config, Category = "Settings")
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FString GameView2;
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UPROPERTY(EditAnywhere, config, Category = "Settings")
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FString GameView3;
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UPROPERTY(EditAnywhere, config, Category = "Settings")
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FString GameView4;
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UPROPERTY(EditAnywhere, config, Category = "Settings")
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FString GameView5;
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};
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UCLASS(config = EditorPerProjectUserSettings)
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class GAMEPLAYDEBUGGER_API UGameplayDebuggerSettings : public UObject
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{
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GENERATED_UCLASS_BODY()
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public:
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#if WITH_EDITOR
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// Begin UObject Interface
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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virtual void PostInitProperties() override;
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// End UObject Interface
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#endif
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DECLARE_EVENT_OneParam(UGameplayDebuggerSettings, FSettingChangedEvent, FName /*PropertyName*/);
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FSettingChangedEvent& OnSettingChanged() { return SettingChangedEvent; }
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uint32 GetSettings()
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{
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uint32 Settings = 0;
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Settings = OverHead ? Settings | (1 << EAIDebugDrawDataView::OverHead) : Settings & ~(1 << EAIDebugDrawDataView::OverHead);
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Settings = Basic ? Settings | (1 << EAIDebugDrawDataView::Basic) : Settings & ~(1 << EAIDebugDrawDataView::Basic);
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Settings = BehaviorTree ? Settings | (1 << EAIDebugDrawDataView::BehaviorTree) : Settings & ~(1 << EAIDebugDrawDataView::BehaviorTree);
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Settings = EQS ? Settings | (1 << EAIDebugDrawDataView::EQS) : Settings & ~(1 << EAIDebugDrawDataView::EQS);
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Settings = Perception ? Settings | (1 << EAIDebugDrawDataView::Perception) : Settings & ~(1 << EAIDebugDrawDataView::Perception);
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Settings = GameView1 ? Settings | (1 << EAIDebugDrawDataView::GameView1) : Settings & ~(1 << EAIDebugDrawDataView::GameView1);
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Settings = GameView2 ? Settings | (1 << EAIDebugDrawDataView::GameView2) : Settings & ~(1 << EAIDebugDrawDataView::GameView2);
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Settings = GameView3 ? Settings | (1 << EAIDebugDrawDataView::GameView3) : Settings & ~(1 << EAIDebugDrawDataView::GameView3);
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Settings = GameView4 ? Settings | (1 << EAIDebugDrawDataView::GameView4) : Settings & ~(1 << EAIDebugDrawDataView::GameView4);
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Settings = GameView5 ? Settings | (1 << EAIDebugDrawDataView::GameView5) : Settings & ~(1 << EAIDebugDrawDataView::GameView5);
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return Settings;
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}
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bool UseAlternateKeys() { return bUseAlternateKeys; }
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const FGDTCustomViewNames& GetCustomViewNames() { return CustomViewNames; }
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#if ADD_LEVEL_EDITOR_EXTENSIONS
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/** Experimental setting to extend viewport menu in Simulate, to have quick access to GameplayDebugger settings. */
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
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bool bExtendViewportMenu;
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#endif
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protected:
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
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FGDTCustomViewNames CustomViewNames;
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
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bool OverHead;
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
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bool Basic;
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
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bool BehaviorTree;
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger|EQS")
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bool EQS;
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger|EQS", meta = (EditCondition = "EQS"))
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bool EnableEQSOnHUD;
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger|EQS", meta = (EditCondition = "EQS"))
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int32 ActiveEQSIndex;
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
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bool Perception;
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
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bool GameView1;
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
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bool GameView2;
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
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bool GameView3;
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
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bool GameView4;
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
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bool GameView5;
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UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
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bool bUseAlternateKeys;
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// Holds an event delegate that is executed when a setting has changed.
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FSettingChangedEvent SettingChangedEvent;
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};
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