Files
UnrealEngineUWP/Engine/Source/Editor/VREditor/VRModeSettings.cpp
zach brockway f383e04f3d VR Editor: Resave config when mode changes are made via toolbar dropdown.
#jira UE-165250
#rb jason.walter
#preflight 63351b1eb946208fc1d82ed7

[CL 22263069 by zach brockway in ue5-main branch]
2022-09-30 00:44:11 -04:00

37 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "VRModeSettings.h"
#include "Dialogs/Dialogs.h"
#include "UObject/UnrealType.h"
#include "HAL/IConsoleManager.h"
#define LOCTEXT_NAMESPACE "VREditor"
UVRModeSettings::UVRModeSettings()
: Super()
{
}
#if WITH_EDITOR
void UVRModeSettings::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.Property
&& PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UVRModeSettings, bEnableAutoVREditMode)
&& bEnableAutoVREditMode == true)
{
FSuppressableWarningDialog::FSetupInfo SetupInfo(LOCTEXT("VRModeEntry_Message", "VR Mode enables you to work on your project in virtual reality using motion controllers. This feature is still under development, so you may experience bugs or crashes while using it."),
LOCTEXT("VRModeEntry_Title", "Entering VR Mode - Experimental"), "Warning_VRModeEntry", GEditorSettingsIni);
SetupInfo.ConfirmText = LOCTEXT("VRModeEntry_ConfirmText", "Continue");
SetupInfo.CancelText = LOCTEXT("VRModeEntry_CancelText", "Cancel");
SetupInfo.bDefaultToSuppressInTheFuture = true;
FSuppressableWarningDialog VRModeEntryWarning(SetupInfo);
bEnableAutoVREditMode = (VRModeEntryWarning.ShowModal() != FSuppressableWarningDialog::Cancel) ? true : false;
}
}
#endif
#undef LOCTEXT_NAMESPACE