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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]
53 lines
2.0 KiB
C++
53 lines
2.0 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintGraphPrivatePCH.h"
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#include "BlueprintEditorSettings.h"
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#include "Editor/UnrealEd/Classes/Settings/EditorExperimentalSettings.h"
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#include "Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.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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// Compiler Settings
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, SaveOnCompile(SoC_Never)
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, bJumpToNodeErrors(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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