Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/BlueprintEditorSettings.cpp
Mike Beach f53c6ae85e Adding new "save on compile" option for blueprints. #NUX
TTP #345833

[CL 2321518 by Mike Beach in Main branch]
2014-10-07 13:23:45 -04:00

30 lines
1.2 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 class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
bSaveOnCompile = false;
bShowGraphInstructionText = true;
NodeTemplateCacheCapMB = 20.f;
bUseTargetContextForNodeMenu = true;
bExposeAllMemberComponentFunctions = true;
bShowContextualFavorites = false;
bFlattenFavoritesMenus = true;
bUseLegacyMenuingSystem = false;
bShowDetailedCompileResults = false;
CompileEventDisplayThresholdMs = 5;
// 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;
}