// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Engine/DataAsset.h" #include "AutomationViewSettings.generated.h" UCLASS(BlueprintType) class UAutomationViewSettings : public UDataAsset { GENERATED_BODY() public: UAutomationViewSettings() : AntiAliasing(true) , MotionBlur(true) , TemporalAA(true) , ScreenSpaceReflections(true) , ScreenSpaceAO(true) , DistanceFieldAO(true) , ContactShadows(true) , EyeAdaptation(true) , Bloom(true) { } UPROPERTY(EditAnywhere, Category="Rendering") bool AntiAliasing; UPROPERTY(EditAnywhere, Category="Rendering") bool MotionBlur; UPROPERTY(EditAnywhere, Category="Rendering") bool TemporalAA; UPROPERTY(EditAnywhere, Category="Rendering") bool ScreenSpaceReflections; UPROPERTY(EditAnywhere, Category="Rendering") bool ScreenSpaceAO; UPROPERTY(EditAnywhere, Category="Rendering") bool DistanceFieldAO; UPROPERTY(EditAnywhere, Category="Rendering") bool ContactShadows; UPROPERTY(EditAnywhere, Category="Rendering") bool EyeAdaptation; UPROPERTY(EditAnywhere, Category = "Rendering") bool Bloom; };