Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/BlueprintEditorSettings.cpp
2014-10-23 17:01:50 -04:00

45 lines
1.7 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "BlueprintEditorSettings.h"
#include "Editor/UnrealEd/Classes/Settings/EditorExperimentalSettings.h"
#include "Editor/UnrealEd/Classes/Editor/EditorUserSettings.h"
UBlueprintEditorSettings::UBlueprintEditorSettings(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
// Style Settings
, bDrawMidpointArrowsInBlueprints(false)
// UX Settings
, bShowGraphInstructionText(true)
, bUseTargetContextForNodeMenu(true)
, bExposeAllMemberComponentFunctions(true)
, bShowContextualFavorites(false)
, bFlattenFavoritesMenus(true)
, bUseLegacyMenuingSystem(false)
// Compiler Settings
, SaveOnCompile(SoC_Never)
// Developer Settings
, bShowActionMenuItemSignatures(false)
// Perf Settings
, bShowDetailedCompileResults(false)
, CompileEventDisplayThresholdMs(5)
, NodeTemplateCacheCapMB(20.f)
{
// settings that were moved out of experimental...
UEditorExperimentalSettings const* ExperimentalSettings = GetDefault<UEditorExperimentalSettings>();
bDrawMidpointArrowsInBlueprints = ExperimentalSettings->bDrawMidpointArrowsInBlueprints;
// settings that were moved out of editor-user settings...
UEditorUserSettings const* UserSettings = GetDefault<UEditorUserSettings>();
bShowActionMenuItemSignatures = UserSettings->bDisplayActionListItemRefIds;
FString const ClassConfigKey = GetClass()->GetPathName();
bool bOldSaveOnCompileVal = false;
// backwards compatibility: handle the case where users have already switched this on
if (GConfig->GetBool(*ClassConfigKey, TEXT("bSaveOnCompile"), bOldSaveOnCompileVal, GEditorUserSettingsIni) && bOldSaveOnCompileVal)
{
SaveOnCompile = SoC_SuccessOnly;
}
}