// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Engine/DeveloperSettings.h" #include "AnimGraphSettings.generated.h" UCLASS(config=Editor) class UAnimGraphSettings : public UDeveloperSettings { GENERATED_BODY() public: //~ Begin UDeveloperSettings interface virtual FName GetContainerName() const override; virtual FName GetCategoryName() const override; #if WITH_EDITOR virtual FText GetSectionText() const override; virtual FText GetSectionDescription() const override; #endif //~ End UDeveloperSettings interface /** * If true, populates the blueprint action menu with pre-bound blend-by-enum nodes for supported enums. * For large projects this can clutter the context menu so it may be preferable to hide those entries. * */ UPROPERTY(EditAnywhere, config, Category = "Workflow") bool bShowInstancedEnumBlendAnimNodeBlueprintActions = true; protected: //~ Begin UObject Interface virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; //~ End UObject Interface };