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Add the ability to enable auto compile when adding new C++ classes. Fixed user feedback issues when adding new C++ classes. #rb joe.kirchoff #rnx #jira UE-116958 #preflight 60cb2e884ce02c0001d278c1 [CL 16703582 by Tim Smith in ue5-main branch]
52 lines
1.9 KiB
C++
52 lines
1.9 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/Object.h"
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#include "LiveCodingSettings.generated.h"
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UENUM()
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enum class ELiveCodingStartupMode : uint8
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{
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Automatic UMETA(DisplayName = "Start automatically and show console"),
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AutomaticButHidden UMETA(DisplayName = "Start automatically but hide console until summoned"),
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Manual UMETA(DisplayName = "Manual"),
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};
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UCLASS(config=EditorPerProjectUserSettings, meta=(DisplayName="Live Coding"))
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class ULiveCodingSettings : public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(config, EditAnywhere, Category=General, Meta=(ConfigRestartRequired=false, DisplayName="Enable Live Coding"))
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bool bEnabled;
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UPROPERTY(config, EditAnywhere, Category=General, Meta=(ConfigRestartRequired=true, EditCondition="bEnabled"))
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ELiveCodingStartupMode Startup;
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UPROPERTY(config, EditAnywhere, Category=General, Meta=(EditCondition="bEnabled"))
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bool bEnableReinstancing;
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UPROPERTY(config, EditAnywhere, Category=General, Meta=(EditCondition="bEnabled", DisplayName="Automatically Compile Newly Added C++ Classes"))
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bool bAutomaticallyCompileNewClasses;
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UPROPERTY(config, EditAnywhere, Category=Modules, Meta=(ConfigRestartRequired=true, EditCondition="bEnabled"))
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bool bPreloadEngineModules;
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UPROPERTY(config, EditAnywhere, Category=Modules, Meta=(ConfigRestartRequired=true, EditCondition="bEnabled"))
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bool bPreloadEnginePluginModules;
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UPROPERTY(config, EditAnywhere, Category=Modules, Meta=(ConfigRestartRequired=true, EditCondition="bEnabled"))
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bool bPreloadProjectModules;
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UPROPERTY(config, EditAnywhere, Category=Modules, Meta=(ConfigRestartRequired=true, EditCondition="bEnabled"))
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bool bPreloadProjectPluginModules;
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UPROPERTY(config, EditAnywhere, Category=Modules, Meta=(ConfigRestartRequired=true, EditCondition="bEnabled"))
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TArray<FName> PreloadNamedModules;
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ULiveCodingSettings(const FObjectInitializer& Initializer);
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};
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