// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "HAL/IConsoleManager.h" #include "Misc/AssetCategoryPath.h" #include "PCGEditorCommon.generated.h" #define LOCTEXT_NAMESPACE "PCGEditorCommon" UENUM() enum class EPCGElementType : uint8 { Native = 1 << 0, Blueprint = 1 << 1, Subgraph = 1 << 2, Settings = 1 << 3, Asset = 1 << 4, Other = 1 << 5, All = (1 << 6) - 1 }; ENUM_CLASS_FLAGS(EPCGElementType); /** Used to make sure UHT generates properly */ USTRUCT() struct FPCGEditorCommonDummyStruct { GENERATED_BODY() }; namespace FPCGEditorCommon { const FString ContextIdentifier = TEXT("PCGEditorContext"); const FName SpatialDataType = FName(TEXT("Spatial Data")); const FName ParamDataType = FName(TEXT("Attribute Set")); const FName SettingsDataType = FName(TEXT("Settings Data")); const FName OtherDataType = FName(TEXT("Other Data")); const FName ConcreteDataType = FName(TEXT("Concrete Data")); const FName PointDataType = FName(TEXT("Point Data")); const FName PolyLineDataType = FName(TEXT("Poly Line Data")); const FName SurfaceDataType = FName(TEXT("Surface Data")); const FName LandscapeDataType = FName(TEXT("Landscape Data")); const FName BaseTextureDataType = FName(TEXT("Base Texture Data")); const FName TextureDataType = FName(TEXT("Texture Data")); const FName RenderTargetDataType = FName(TEXT("Render Target Data")); const FName VirtualTextureDataType = FName(TEXT("Virtual Texture Data")); const FName VolumeDataType = FName(TEXT("Volume Data")); const FName PrimitiveDataType = FName(TEXT("Primitive Data")); const FName DynamicMeshDataType = FName(TEXT("Dynamic Mesh Data")); const FName StaticMeshResourceDataType = FName(TEXT("Static Mesh Resource Data")); extern TAutoConsoleVariable CVarShowAdvancedAttributesFields; const FAssetCategoryPath PCGAssetCategoryPath(LOCTEXT("PCGCategory", "PCG")); const FAssetCategoryPath PCGAdvancedAssetCategoryPath(FPCGEditorCommon::PCGAssetCategoryPath, LOCTEXT("PCGAvancedCategory", "Advanced")); }; #undef LOCTEXT_NAMESPACE