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Up until this change, project settings caused a lot of confusion amongst users, because they were changed to the user's local INI files. The local INI files, however, would be ignored when packaging a project, which means that local setting changes would not be applied to a packaged project and cause unexpected behavior. With this change the project settings will always save to the default INI file and will therefore be included in packaged projects. We will see how this works out for everyone, and we may change this behavior to something else if we can come up with a better, more intuitive workflow for project settings. Upgrade Notes: - If you have changes for Project Settings in your local INI files, you may want to 'Set as Default' in the Editor and then delete the local INI - The default INI files (i.e. DefaultEngine.ini) of your project need to be writable. If you use source control, make sure you check out the corresponding files before changing project settings [CL 2066019 by Max Preussner in Main branch]
278 lines
9.0 KiB
C++
278 lines
9.0 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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ProjectSettingsViewerModule.cpp: Implements the FProjectSettingsViewerModule class.
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=============================================================================*/
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#include "ProjectSettingsViewerPrivatePCH.h"
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#define LOCTEXT_NAMESPACE "FProjectSettingsViewerModule"
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static const FName ProjectSettingsTabName("ProjectSettings");
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/**
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* Implements the ProjectSettingsViewer module.
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*/
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class FProjectSettingsViewerModule
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: public IModuleInterface
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, public ISettingsViewer
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{
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public:
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// Begin ISettingsViewer interface
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virtual void ShowSettings( const FName& CategoryName, const FName& SectionName ) OVERRIDE
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{
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FGlobalTabmanager::Get()->InvokeTab(ProjectSettingsTabName);
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ISettingsEditorModelPtr SettingsEditorModel = SettingsEditorModelPtr.Pin();
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if (SettingsEditorModel.IsValid())
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{
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ISettingsCategoryPtr Category = SettingsEditorModel->GetSettingsContainer()->GetCategory(CategoryName);
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if (Category.IsValid())
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{
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SettingsEditorModel->SelectSection(Category->GetSection(SectionName));
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}
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}
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}
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// End ISettingsViewer interface
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public:
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// Begin IModuleInterface interface
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virtual void StartupModule( ) OVERRIDE
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{
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ISettingsModule* SettingsModule = ISettingsModule::Get();
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if (SettingsModule != nullptr)
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{
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RegisterEngineSettings(*SettingsModule);
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RegisterGameSettings(*SettingsModule);
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SettingsModule->RegisterViewer("Project", *this);
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}
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FGlobalTabmanager::Get()->RegisterNomadTabSpawner(ProjectSettingsTabName, FOnSpawnTab::CreateRaw(this, &FProjectSettingsViewerModule::HandleSpawnSettingsTab))
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.SetDisplayName(LOCTEXT("ProjectSettingsTabTitle", "Project Settings"))
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.SetMenuType(ETabSpawnerMenuType::Hide);
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}
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virtual void ShutdownModule( ) OVERRIDE
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{
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FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(ProjectSettingsTabName);
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UnregisterSettings();
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}
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virtual bool SupportsDynamicReloading( ) OVERRIDE
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{
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return true;
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}
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// End IModuleInterface interface
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protected:
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/**
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* Registers Engine settings.
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*/
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void RegisterEngineSettings( ISettingsModule& SettingsModule )
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{
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// startup settings
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SettingsModule.RegisterSettings("Project", "Engine", "General",
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LOCTEXT("GeneralEngineSettingsName", "General Settings"),
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LOCTEXT("ProjectGeneralSettingsDescription", "General options and defaults for the game engine."),
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GetMutableDefault<UEngine>()
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);
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// Audio settings
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SettingsModule.RegisterSettings("Project", "Engine", "Audio",
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LOCTEXT("EngineAudioSettingsName", "Audio"),
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LOCTEXT("ProjectAudioSettingsDescription", "Audio settings."),
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GetMutableDefault<UAudioSettings>()
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);
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// packaging settings
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SettingsModule.RegisterSettings("Project", "Engine", "Collision",
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LOCTEXT("ProjectCollisionSettingsName", "Collision"),
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LOCTEXT("ProjectCollisionSettingsDescription", "Set up and modify collision settings."),
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GetMutableDefault<UCollisionProfile>()
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);
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// game console settings
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SettingsModule.RegisterSettings("Project", "Engine", "Console",
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LOCTEXT("ProjectConsoleSettingsName", "Console"),
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LOCTEXT("ProjectConsoleSettingsDescription", "Configure the in-game input console."),
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GetMutableDefault<UConsole>()
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);
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// Input settings
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SettingsModule.RegisterSettings("Project", "Engine", "Input",
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LOCTEXT("EngineInputSettingsName", "Input"),
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LOCTEXT("ProjectInputSettingsDescription", "Input settings, including default input action and axis bindings."),
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GetMutableDefault<UInputSettings>()
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);
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// navigation system
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SettingsModule.RegisterSettings("Project", "Engine", "NavigationSystem",
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LOCTEXT("NavigationSystemSettingsName", "Navigation System"),
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LOCTEXT("NavigationSystemSettingsDescription", "Settings for the navigation system."),
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GetMutableDefault<UNavigationSystem>()
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);
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// navigation mesh
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SettingsModule.RegisterSettings("Project", "Engine", "NavigationMesh",
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LOCTEXT("NavigationMeshSettingsName", "Navigation Mesh"),
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LOCTEXT("NavigationMeshSettingsDescription", "Settings for the navigation mesh."),
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GetMutableDefault<ARecastNavMesh>()
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);
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/*
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// network settings
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SettingsModule.RegisterSettings("Project", "Engine", "NetworkManager",
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LOCTEXT("GameNetworkManagerSettingsName", "Network Manager"),
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LOCTEXT("GameNetworkManagerSettingsDescription", "Game Network Manager settings."),
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GetMutableDefault<UGameNetworkManagerSettings>()
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);*/
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// Physics settings
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SettingsModule.RegisterSettings("Project", "Engine", "Physics",
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LOCTEXT("EnginePhysicsSettingsName", "Physics"),
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LOCTEXT("ProjectPhysicsSettingsDescription", "Default physics settings."),
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GetMutableDefault<UPhysicsSettings>()
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);
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// Rendering settings
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SettingsModule.RegisterSettings("Project", "Engine", "Rendering",
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LOCTEXT("EngineRenderingSettingsName", "Rendering"),
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LOCTEXT("ProjectRenderingSettingsDescription", "Rendering settings."),
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GetMutableDefault<URendererSettings>()
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);
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}
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/**
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* Registers Game settings.
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*/
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void RegisterGameSettings( ISettingsModule& SettingsModule )
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{
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// general project settings
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SettingsModule.RegisterSettings("Project", "Game", "General",
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LOCTEXT("GeneralGameSettingsName", "Description"),
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LOCTEXT("GeneralGameSettingsDescription", "Descriptions and other information about your game."),
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GetMutableDefault<UGeneralProjectSettings>()
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);
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// map related settings
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SettingsModule.RegisterSettings("Project", "Game", "Maps",
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LOCTEXT("GameMapsSettingsName", "Maps & Modes"),
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LOCTEXT("GameMapsSettingsDescription", "Default maps, game modes and other map related settings."),
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GetMutableDefault<UGameMapsSettings>()
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);
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// packaging settings
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SettingsModule.RegisterSettings("Project", "Game", "Packaging",
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LOCTEXT("ProjectPackagingSettingsName", "Packaging"),
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LOCTEXT("ProjectPackagingSettingsDescription", "Fine tune how your project is packaged for release."),
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GetMutableDefault<UProjectPackagingSettings>()
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);
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// movie settings
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SettingsModule.RegisterSettings("Project", "Game", "Movies",
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LOCTEXT("MovieSettingsName", "Movies"),
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LOCTEXT("MovieSettingsDescription", "Movie player settings"),
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GetMutableDefault<UMoviePlayerSettings>()
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);
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// update the visible packaging enum values
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UProjectPackagingSettings::UpdateBuildConfigurationVisibility();
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/*
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// game session
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SettingsModule.RegisterSettings("Project", "Game", "GameSession",
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LOCTEXT("GameSessionettingsName", "Game Session"),
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LOCTEXT("GameSessionSettingsDescription", "Game Session settings."),
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GetMutableDefault<UGameSessionSettings>()
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);
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// head-up display
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SettingsModule.RegisterSettings("Project", "Game", "HUD",
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LOCTEXT("HudSettingsName", "HUD"),
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LOCTEXT("HudSettingsDescription", "Head-up display (HUD) settings."),
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GetMutableDefault<UHudSettings>()
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);*/
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}
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/**
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* Unregisters all settings.
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*/
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void UnregisterSettings( )
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{
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ISettingsModule* SettingsModule = ISettingsModule::Get();
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if (SettingsModule != nullptr)
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{
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SettingsModule->UnregisterViewer("Project");
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// engine settings
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SettingsModule->UnregisterSettings("Project", "Engine", "General");
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SettingsModule->UnregisterSettings("Project", "Engine", "NavigationSystem");
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SettingsModule->UnregisterSettings("Project", "Engine", "NavigationMesh");
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SettingsModule->UnregisterSettings("Project", "Engine", "Input");
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SettingsModule->UnregisterSettings("Project", "Game", "Collision");
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SettingsModule->UnregisterSettings("Project", "Engine", "Physics");
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SettingsModule->UnregisterSettings("Project", "Engine", "Rendering");
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// SettingsModule->UnregisterSettings("Project", "Engine", "NetworkManager");
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// game settings
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SettingsModule->UnregisterSettings("Project", "Game", "General");
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SettingsModule->UnregisterSettings("Project", "Game", "Maps");
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SettingsModule->UnregisterSettings("Project", "Game", "Packaging");
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SettingsModule->UnregisterSettings("Project", "Game", "Movies");
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// SettingsModule->UnregisterSettings("Project", "Game", "GameSession");
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// SettingsModule->UnregisterSettings("Project", "Game", "HUD");
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}
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}
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private:
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// Handles creating the project settings tab.
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TSharedRef<SDockTab> HandleSpawnSettingsTab( const FSpawnTabArgs& SpawnTabArgs )
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{
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ISettingsModule* SettingsModule = ISettingsModule::Get();
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TSharedRef<SWidget> SettingsEditor = SNullWidget::NullWidget;
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if (SettingsModule != nullptr)
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{
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ISettingsContainerPtr SettingsContainer = SettingsModule->GetContainer("Project");
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if (SettingsContainer.IsValid())
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{
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ISettingsEditorModule& SettingsEditorModule = ISettingsEditorModule::GetRef();
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ISettingsEditorModelRef SettingsEditorModel = SettingsEditorModule.CreateModel(SettingsContainer.ToSharedRef());
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SettingsEditor = SettingsEditorModule.CreateEditor(SettingsEditorModel);
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SettingsEditorModelPtr = SettingsEditorModel;
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}
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}
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return SNew(SDockTab)
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.TabRole(ETabRole::NomadTab)
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[
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SettingsEditor
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];
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}
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private:
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// Holds a pointer to the settings editor's view model.
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TWeakPtr<ISettingsEditorModel> SettingsEditorModelPtr;
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};
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IMPLEMENT_MODULE(FProjectSettingsViewerModule, ProjectSettingsViewer);
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#undef LOCTEXT_NAMESPACE
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