// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/Map.h" #include "EditorConfigBase.h" #include "UObject/ObjectPtr.h" #include "UObject/UObjectGlobals.h" #include "SceneOutlinerConfig.generated.h" class FName; class UObject; USTRUCT() struct FSceneOutlinerConfig { GENERATED_BODY() public: /** Map to store the visibility of each column */ UPROPERTY() TMap ColumnVisibilities; /** Whether the hierarchy is pinned at the top of the outliner*/ UPROPERTY() bool bShouldStackHierarchyHeaders = true; }; UCLASS(EditorConfig="Outliner") class UOutlinerConfig : public UEditorConfigBase { GENERATED_BODY() public: static void Initialize(); static UOutlinerConfig* Get() { return Instance; } UPROPERTY(meta=(EditorConfig)) TMap Outliners; private: static TObjectPtr Instance; };