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Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time. Also cleaned up some random stuff along the way: - relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now) - header guards are deprecated, use #pragma once instead (all compilers support it now) - space between multiple template brackets is no longer required (all compilers support >> now) - NULL to nullptr, OVERRIDE to override - spelling errors, whitespace, line breaks [CL 2104067 by Max Preussner in Main branch]
278 lines
9.3 KiB
C++
278 lines
9.3 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "ProjectSettingsViewerPrivatePCH.h"
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#include "Engine/Console.h"
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#include "ProjectTargetPlatformEditor.h"
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#define LOCTEXT_NAMESPACE "FProjectSettingsViewerModule"
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static const FName ProjectSettingsTabName("ProjectSettings");
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/**
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* Implements the ProjectSettingsViewer module.
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*/
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class FProjectSettingsViewerModule
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: public IModuleInterface
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, public ISettingsViewer
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{
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public:
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// ISettingsViewer interface
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virtual void ShowSettings( const FName& CategoryName, const FName& SectionName ) override
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{
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FGlobalTabmanager::Get()->InvokeTab(ProjectSettingsTabName);
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ISettingsEditorModelPtr SettingsEditorModel = SettingsEditorModelPtr.Pin();
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if (SettingsEditorModel.IsValid())
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{
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ISettingsCategoryPtr Category = SettingsEditorModel->GetSettingsContainer()->GetCategory(CategoryName);
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if (Category.IsValid())
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{
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SettingsEditorModel->SelectSection(Category->GetSection(SectionName));
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}
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}
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}
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public:
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// IModuleInterface interface
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virtual void StartupModule( ) override
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{
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ISettingsModule* SettingsModule = ISettingsModule::Get();
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if (SettingsModule != nullptr)
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{
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RegisterEngineSettings(*SettingsModule);
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RegisterGameSettings(*SettingsModule);
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SettingsModule->RegisterViewer("Project", *this);
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}
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FGlobalTabmanager::Get()->RegisterNomadTabSpawner(ProjectSettingsTabName, FOnSpawnTab::CreateRaw(this, &FProjectSettingsViewerModule::HandleSpawnSettingsTab))
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.SetDisplayName(LOCTEXT("ProjectSettingsTabTitle", "Project Settings"))
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.SetMenuType(ETabSpawnerMenuType::Hide);
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}
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virtual void ShutdownModule( ) override
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{
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FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(ProjectSettingsTabName);
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UnregisterSettings();
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}
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virtual bool SupportsDynamicReloading( ) override
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{
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return true;
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}
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protected:
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/**
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* Registers Engine settings.
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*/
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void RegisterEngineSettings( ISettingsModule& SettingsModule )
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{
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// startup settings
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SettingsModule.RegisterSettings("Project", "Engine", "General",
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LOCTEXT("GeneralEngineSettingsName", "General Settings"),
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LOCTEXT("ProjectGeneralSettingsDescription", "General options and defaults for the game engine."),
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GetMutableDefault<UEngine>()
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);
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// audio settings
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SettingsModule.RegisterSettings("Project", "Engine", "Audio",
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LOCTEXT("EngineAudioSettingsName", "Audio"),
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LOCTEXT("ProjectAudioSettingsDescription", "Audio settings."),
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GetMutableDefault<UAudioSettings>()
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);
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// packaging settings
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SettingsModule.RegisterSettings("Project", "Engine", "Collision",
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LOCTEXT("ProjectCollisionSettingsName", "Collision"),
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LOCTEXT("ProjectCollisionSettingsDescription", "Set up and modify collision settings."),
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GetMutableDefault<UCollisionProfile>()
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);
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// command console settings
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SettingsModule.RegisterSettings("Project", "Engine", "Console",
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LOCTEXT("ProjectConsoleSettingsName", "Console"),
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LOCTEXT("ProjectConsoleSettingsDescription", "Configure the in-game input console."),
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GetMutableDefault<UConsoleSettings>()
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);
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// input settings
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SettingsModule.RegisterSettings("Project", "Engine", "Input",
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LOCTEXT("EngineInputSettingsName", "Input"),
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LOCTEXT("ProjectInputSettingsDescription", "Input settings, including default input action and axis bindings."),
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GetMutableDefault<UInputSettings>()
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);
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// navigation system
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SettingsModule.RegisterSettings("Project", "Engine", "NavigationSystem",
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LOCTEXT("NavigationSystemSettingsName", "Navigation System"),
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LOCTEXT("NavigationSystemSettingsDescription", "Settings for the navigation system."),
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GetMutableDefault<UNavigationSystem>()
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);
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// navigation mesh
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SettingsModule.RegisterSettings("Project", "Engine", "NavigationMesh",
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LOCTEXT("NavigationMeshSettingsName", "Navigation Mesh"),
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LOCTEXT("NavigationMeshSettingsDescription", "Settings for the navigation mesh."),
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GetMutableDefault<ARecastNavMesh>()
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);
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/*
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// network settings
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SettingsModule.RegisterSettings("Project", "Engine", "NetworkManager",
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LOCTEXT("GameNetworkManagerSettingsName", "Network Manager"),
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LOCTEXT("GameNetworkManagerSettingsDescription", "Game Network Manager settings."),
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GetMutableDefault<UGameNetworkManagerSettings>()
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);*/
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// Physics settings
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SettingsModule.RegisterSettings("Project", "Engine", "Physics",
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LOCTEXT("EnginePhysicsSettingsName", "Physics"),
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LOCTEXT("ProjectPhysicsSettingsDescription", "Default physics settings."),
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GetMutableDefault<UPhysicsSettings>()
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);
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// Rendering settings
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SettingsModule.RegisterSettings("Project", "Engine", "Rendering",
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LOCTEXT("EngineRenderingSettingsName", "Rendering"),
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LOCTEXT("ProjectRenderingSettingsDescription", "Rendering settings."),
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GetMutableDefault<URendererSettings>()
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);
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}
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/**
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* Registers Game settings.
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*/
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void RegisterGameSettings( ISettingsModule& SettingsModule )
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{
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// general project settings
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SettingsModule.RegisterSettings("Project", "Game", "General",
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LOCTEXT("GeneralGameSettingsName", "Description"),
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LOCTEXT("GeneralGameSettingsDescription", "Descriptions and other information about your game."),
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GetMutableDefault<UGeneralProjectSettings>()
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);
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// map related settings
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SettingsModule.RegisterSettings("Project", "Game", "Maps",
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LOCTEXT("GameMapsSettingsName", "Maps & Modes"),
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LOCTEXT("GameMapsSettingsDescription", "Default maps, game modes and other map related settings."),
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GetMutableDefault<UGameMapsSettings>()
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);
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// packaging settings
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SettingsModule.RegisterSettings("Project", "Game", "Packaging",
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LOCTEXT("ProjectPackagingSettingsName", "Packaging"),
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LOCTEXT("ProjectPackagingSettingsDescription", "Fine tune how your project is packaged for release."),
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GetMutableDefault<UProjectPackagingSettings>()
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);
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// platforms settings
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TWeakPtr<SWidget> ProjectTargetPlatformEditorPanel = FModuleManager::LoadModuleChecked<IProjectTargetPlatformEditorModule>("ProjectTargetPlatformEditor").CreateProjectTargetPlatformEditorPanel();
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SettingsModule.RegisterSettings("Project", "Game", "SupportedPlatforms",
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LOCTEXT("ProjectSupportedPlatformsSettingsName", "Supported Platforms"),
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LOCTEXT("ProjectSupportedPlatformsSettingsDescription", "Specify which platforms your project supports."),
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ProjectTargetPlatformEditorPanel.Pin().ToSharedRef()
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);
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// movie settings
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SettingsModule.RegisterSettings("Project", "Game", "Movies",
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LOCTEXT("MovieSettingsName", "Movies"),
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LOCTEXT("MovieSettingsDescription", "Movie player settings"),
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GetMutableDefault<UMoviePlayerSettings>()
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);
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/*
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// game session
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SettingsModule.RegisterSettings("Project", "Game", "GameSession",
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LOCTEXT("GameSessionettingsName", "Game Session"),
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LOCTEXT("GameSessionSettingsDescription", "Game Session settings."),
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GetMutableDefault<UGameSessionSettings>()
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);
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// head-up display
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SettingsModule.RegisterSettings("Project", "Game", "HUD",
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LOCTEXT("HudSettingsName", "HUD"),
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LOCTEXT("HudSettingsDescription", "Head-up display (HUD) settings."),
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GetMutableDefault<UHudSettings>()
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);*/
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}
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/**
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* Unregisters all settings.
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*/
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void UnregisterSettings( )
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{
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ISettingsModule* SettingsModule = ISettingsModule::Get();
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if (SettingsModule != nullptr)
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{
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SettingsModule->UnregisterViewer("Project");
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// engine settings
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SettingsModule->UnregisterSettings("Project", "Engine", "General");
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SettingsModule->UnregisterSettings("Project", "Engine", "NavigationSystem");
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SettingsModule->UnregisterSettings("Project", "Engine", "NavigationMesh");
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SettingsModule->UnregisterSettings("Project", "Engine", "Input");
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SettingsModule->UnregisterSettings("Project", "Game", "Collision");
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SettingsModule->UnregisterSettings("Project", "Engine", "Physics");
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SettingsModule->UnregisterSettings("Project", "Engine", "Rendering");
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// SettingsModule->UnregisterSettings("Project", "Engine", "NetworkManager");
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// game settings
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SettingsModule->UnregisterSettings("Project", "Game", "General");
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SettingsModule->UnregisterSettings("Project", "Game", "Maps");
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SettingsModule->UnregisterSettings("Project", "Game", "Packaging");
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SettingsModule->UnregisterSettings("Project", "Game", "SupportedPlatforms");
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SettingsModule->UnregisterSettings("Project", "Game", "Movies");
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// SettingsModule->UnregisterSettings("Project", "Game", "GameSession");
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// SettingsModule->UnregisterSettings("Project", "Game", "HUD");
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}
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}
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private:
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// Handles creating the project settings tab.
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TSharedRef<SDockTab> HandleSpawnSettingsTab( const FSpawnTabArgs& SpawnTabArgs )
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{
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ISettingsModule* SettingsModule = ISettingsModule::Get();
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TSharedRef<SWidget> SettingsEditor = SNullWidget::NullWidget;
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if (SettingsModule != nullptr)
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{
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ISettingsContainerPtr SettingsContainer = SettingsModule->GetContainer("Project");
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if (SettingsContainer.IsValid())
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{
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ISettingsEditorModule& SettingsEditorModule = ISettingsEditorModule::GetRef();
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ISettingsEditorModelRef SettingsEditorModel = SettingsEditorModule.CreateModel(SettingsContainer.ToSharedRef());
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SettingsEditor = SettingsEditorModule.CreateEditor(SettingsEditorModel);
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SettingsEditorModelPtr = SettingsEditorModel;
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}
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}
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return SNew(SDockTab)
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.TabRole(ETabRole::NomadTab)
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[
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SettingsEditor
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];
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}
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private:
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// Holds a pointer to the settings editor's view model.
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TWeakPtr<ISettingsEditorModel> SettingsEditorModelPtr;
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};
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IMPLEMENT_MODULE(FProjectSettingsViewerModule, ProjectSettingsViewer);
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#undef LOCTEXT_NAMESPACE
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