Files
UnrealEngineUWP/Engine/Source/Editor/EditorLiveStreaming/EditorLiveStreamingSettings.cpp
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

27 lines
783 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "EditorLiveStreamingModule.h"
#include "EditorLiveStreamingSettings.h"
UEditorLiveStreamingSettings::UEditorLiveStreamingSettings( const FObjectInitializer& ObjectInitializer )
: Super( ObjectInitializer )
{
}
void UEditorLiveStreamingSettings::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent )
{
UProperty* PropertyThatChanged = PropertyChangedEvent.Property;
const FName Name = PropertyThatChanged ? PropertyThatChanged->GetFName() : NAME_None;
// if( Name == ??? )
// {
// ...
// }
// Save config to file, but only if we are not the build machine since game agnostic settings may put the builder in an unclean state
if( !GIsBuildMachine )
{
this->SaveConfig();
}
}