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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]
23 lines
616 B
C++
23 lines
616 B
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "EditorLiveStreamingModule.h"
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#include "EditorLiveStreamingSettings.h"
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UEditorLiveStreamingSettings::UEditorLiveStreamingSettings( const FObjectInitializer& ObjectInitializer )
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: Super( ObjectInitializer )
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{
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}
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void UEditorLiveStreamingSettings::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent )
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{
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UProperty* PropertyThatChanged = PropertyChangedEvent.Property;
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const FName Name = PropertyThatChanged ? PropertyThatChanged->GetFName() : NAME_None;
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// if( Name == ??? )
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// {
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// ...
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// }
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this->SaveConfig();
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} |