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- Project Settings / Editor / Assets / Internationalization / Rename Localized Variants Alongside Source Asset (defaults to: true) - Project Settings / Editor / Revision Control / Internationalization / Requires Revision Control to Rename Localizable Assets (defaults to: false) (works only with Perforce) #jira UE-216348 #rb Jamie.Dale, wouter.burgers [RN] [CL 35804579 by eric boucher in ue5-main branch]
39 lines
1.2 KiB
C++
39 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SourceControlPreferences.h"
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#include "ISourceControlModule.h"
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#include "ISourceControlProvider.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(SourceControlPreferences)
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bool USourceControlPreferences::IsValidationTagEnabled()
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{
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return GetDefault<USourceControlPreferences>()->bEnableValidationTag;
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}
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bool USourceControlPreferences::ShouldDeleteNewFilesOnRevert()
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{
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return GetDefault<USourceControlPreferences>()->bShouldDeleteNewFilesOnRevert;
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}
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bool USourceControlPreferences::AreUncontrolledChangelistsEnabled()
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{
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return GetDefault<USourceControlPreferences>()->bEnableUncontrolledChangelists;
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}
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bool USourceControlPreferences::RequiresRevisionControlToRenameLocalizableAssets()
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{
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// This feature only works for Perforce (assume it is Perforce until Revision Control is configured)
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bool bRevisionControlIsPerforce = true;
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ISourceControlModule& SCModule = ISourceControlModule::Get();
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if (SCModule.IsEnabled())
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{
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ISourceControlProvider& SCProvider = SCModule.GetProvider();
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bRevisionControlIsPerforce = SCProvider.GetName() == "Perforce";
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}
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return bRevisionControlIsPerforce && GetDefault<USourceControlPreferences>()->bRequiresRevisionControlToRenameLocalizableAssets;
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}
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