// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Engine/DeveloperSettings.h" #include "UObject/SoftObjectPtr.h" #include "MetaHumanCharacterPaletteProjectSettings.generated.h" enum class EMetaHumanQualityLevel : uint8; UCLASS(Config = MetaHumanCharacter, DefaultConfig) class METAHUMANCHARACTERPALETTE_API UMetaHumanCharacterPaletteProjectSettings : public UDeveloperSettings { GENERATED_BODY() public: UMetaHumanCharacterPaletteProjectSettings(); // Begin UDeveloperSettings interface virtual FName GetCategoryName() const override { return FName("Plugins"); } virtual FName GetSectionName() const override { return FName("MetaHumanCharacterPalette"); } #if WITH_EDITOR virtual FText GetSectionText() const override { return NSLOCTEXT("MetaHumanCharacterPaletteProjectSettings", "SettingsName", "MetaHuman Character Build"); } virtual FText GetSectionDescription() const override { return NSLOCTEXT("MetaHumanCharacterProjectSettings", "SettingsDescription", "Configuration settings for MetaHuman Character build features"); } #endif // WITH_EDITOR // End UDeveloperSettings interface /** The default MetaHuman Collection Pipeline that will be used by new MetaHuman Characters and Collections */ UPROPERTY(Config, EditAnywhere, Category = "Build") TSoftClassPtr DefaultCharacterPipelineClass; /** The default legacy MetaHuman Collection Pipelines that is used to build legacy Actor-based blueprints. */ UPROPERTY(Config, EditAnywhere, Category = "Build", EditFixedSize, NoClear) TMap> DefaultCharacterLegacyPipelines; UPROPERTY(Config, EditAnywhere, Category = "Build", EditFixedSize, NoClear) TMap> DefaultCharacterUEFNPipelines; };