Files
UnrealEngineUWP/Engine/Source/Editor/ConfigEditor/Public/ConfigPropertyHelper.h
Terence Burns 14cb541a13 Config Editor added to UE4.
We now have the capacity to set a uproperty value anywhere in the config file hierarchy

Satisfies UEPLAT-429

The user can now use the 'ConfigHierarchyEditable' meta flag in their uproperties to present a butoon that allows the property to be edited in the config hierarchy, where applicable.
Target platform is configurable.

[CL 2521330 by Terence Burns in Main branch]
2015-04-22 13:40:06 -04:00

47 lines
1.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ConfigPropertyHelper.generated.h"
UENUM()
enum EConfigFileSourceControlStatus
{
CFSCS_Unknown UMETA(DisplayName=Unknown),
CFSCS_Writable UMETA(DisplayName = "Available to edit"),
CFSCS_Locked UMETA(DisplayName = "File is locked"),
};
UCLASS(MinimalAPI)
class UPropertyConfigFileDisplayRow : public UObject
{
GENERATED_BODY()
public:
void InitWithConfigAndProperty(const FString& InConfigFileName, UProperty* InEditProperty);
public:
UPROPERTY(Transient, Category = Helper, VisibleAnywhere)
FString ConfigFileName;
UPROPERTY(Transient, Category = Helper, EditAnywhere, meta=(EditCondition="bIsFileWritable"))
UProperty* ExternalProperty;
UPROPERTY(Transient, Category = Helper, VisibleAnywhere)
bool bIsFileWritable;
};
UCLASS(MinimalAPI)
class UConfigHierarchyPropertyView : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(Transient, Category=Helper, EditAnywhere)
TWeakObjectPtr<UProperty> EditProperty;
UPROPERTY(Transient, Category = Helper, EditAnywhere)
TArray<UPropertyConfigFileDisplayRow*> ConfigFilePropertyObjects;
};