Files
UnrealEngineUWP/Engine/Source/Editor/AudioEditor/Classes/AudioEditorSettings.h
helen yang 54f1fe2a32 Pin Sound Cue asset type by default when creating new assets
#jira UE-143889
#rb rob.gay
#preflight 62191b0e847077002e8f0c24


#ROBOMERGE-AUTHOR: helen.yang
#ROBOMERGE-SOURCE: CL 19157472 in //UE5/Release-5.0/... via CL 19159838
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19161488 by helen yang in ue5-main branch]
2022-02-25 19:47:33 -05:00

40 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DeveloperSettings.h"
#include "AudioEditorSettings.generated.h"
UCLASS(config = EditorPerProjectUserSettings, defaultconfig, meta = (DisplayName = "Audio"))
class AUDIOEDITOR_API UAudioEditorSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
/** Whether to pin the Sound Cue asset type when creating new assets. */
UPROPERTY(EditAnywhere, config, Category = AssetMenu)
bool bPinSoundCueInAssetMenu = true;
/** Whether to pin the Sound Cue Template asset type when creating new assets. */
UPROPERTY(EditAnywhere, config, Category = AssetMenu)
bool bPinSoundCueTemplateInAssetMenu = false;
/** Whether to pin the Sound Attenuation asset type when creating new assets. */
UPROPERTY(EditAnywhere, config, Category = AssetMenu)
bool bPinSoundAttenuationInAssetMenu = true;
/** Whether to pin the Sound Concurrency asset type when creating new assets. */
UPROPERTY(EditAnywhere, config, Category = AssetMenu)
bool bPinSoundConcurrencyInAssetMenu = true;
//~ Begin UDeveloperSettings
virtual FName GetCategoryName() const override { return TEXT("General"); }
//~ End UDeveloperSettings
//~ Begin UObject
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
//~ End UObject
};