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- Exposed the runtime behavior so we can now place level instances referencing partitioned worlds that will be streamed at runtime instead of embedded in the container world. - Don't allow edit in place for partitioned level instance worlds that have streaming disabled, as we load the entire level when doing so and could result in out of memory situations. - Added a message box when trying to edit a level instance that can't be edited in place with the reason. - Can be reenabled by setting LevelInstanceEditorSettings.bEnableEditInPlaceStreamingEnabled to true. #rb Patrick.Enfedaque, Richard.Malo [CL 29784110 by jeanfrancois dube in ue5-main branch]
55 lines
1.8 KiB
C++
55 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "Editor/UnrealEdEngine.h"
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#include "Engine/DeveloperSettings.h"
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#include "LevelInstance/LevelInstanceTypes.h"
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#include "LevelInstanceEditorSettings.generated.h"
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UCLASS(config = Editor, defaultconfig, meta = (DisplayName = "Level Instance"))
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class ULevelInstanceEditorSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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ULevelInstanceEditorSettings();
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/** List of info for all known LevelInstance template maps */
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UPROPERTY(config)
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TArray<FTemplateMapInfo> TemplateMapInfos;
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UPROPERTY(config)
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FString LevelInstanceClassName;
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UPROPERTY(config, EditAnywhere, Category="World Partition", meta = (ToolTip="Create World Partition Level Instances with Streaming Enabled/Disabled by default"))
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bool bEnableStreaming;
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UPROPERTY(config, EditAnywhere, Category="World Partition", meta = (ToolTip="Allow Editing Level Instances with Streaming Enabled"))
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bool bIsEditInPlaceStreamingEnabled;
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};
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UCLASS(config = EditorPerProjectUserSettings, meta = (DisplayName = "Level Instance"))
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class ULevelInstanceEditorPerProjectUserSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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ULevelInstanceEditorPerProjectUserSettings();
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static void UpdateFrom(const FNewLevelInstanceParams& Params);
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/** Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc. */
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virtual FName GetCategoryName() const override { return TEXT("ContentEditors"); }
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/** If false, create dialog will not be shown and last settings will be used. */
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UPROPERTY(config, EditAnywhere, Category = Create)
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bool bAlwaysShowDialog;
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UPROPERTY(config, EditAnywhere, Category = Pivot)
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ELevelInstancePivotType PivotType;
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};
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