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If this option is enabled, the actors will be placed inside the folder the LI is inside of, under a subfolder with the name of the Level Instance, and also keeping their original folder structure. So if i.e. the Level Instance Actor is called "Desert/LI_House2", and an actor inside is named "Lights/Light_Sun", the actor will be moved to "Desert/LI_House2/Lights/Light_Sun" in the outer level. #rb aditya.ravichandran, Patrick.Enfedaque #jira none #ushell-cherrypick of 30293091 by kristof.morva1 [CL 30537512 by ben hoffman in ue5-main branch]
67 lines
2.5 KiB
C++
67 lines
2.5 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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* When the Level Instance is broken via "Level->Break..", its actors will be placed inside the folder the LI is
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* inside of, under a subfolder with the name of the Level Instance, and also keeping their original folder structure.
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* So if i.e. the Level Instance Actor is called "Desert/LI_House2", and an actor inside is named "Lights/Light_Sun",
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* the actor will be moved to "Desert/LI_House2/Lights/Light_Sun" in the outer level.
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*
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* If this flag is not set, actors will be placed either in the root folder of the outer level (but their original
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* folders from the LI kept), or, if "Current Folder" is set, they'll be moved there without any subfolders.
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*/
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UPROPERTY(config, EditAnywhere, Category = Break)
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bool bKeepFoldersDuringBreak = false;
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};
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