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