// Copyright Epic Games, Inc. All Rights Reserved. /** * * A configuration class used by the UMaterial Editor to save editor * settings across sessions. */ #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/Object.h" #include "MaterialEditorOptions.generated.h" UCLASS(hidecategories=Object, config=EditorPerProjectUserSettings, MinimalAPI) class UMaterialEditorOptions : public UObject { GENERATED_UCLASS_BODY() /** If true, don't render connectors that are not connected to anything. */ UPROPERTY(EditAnywhere, config, Category=Options) uint32 bHideUnusedConnectorsSetting:1; /** If true, the 3D material preview viewport updates in realtime. */ UPROPERTY(EditAnywhere, config, Category=Options) uint32 bRealtimeMaterialViewport:1; /** If true, the linked object viewport updates in realtime. */ UPROPERTY(EditAnywhere, config, Category=Options) uint32 bRealtimeExpressionViewport:1; /** If true, always refresh the material preview. */ UPROPERTY(EditAnywhere, config, Category = Options) uint32 bLivePreviewUpdate : 1; /** If true, fade nodes which are not connected to the selected nodes */ UPROPERTY(EditAnywhere, config, Category=Options) uint32 bHideUnrelatedNodes:1; /** If true, always refresh all expression previews. */ UPROPERTY(EditAnywhere, config, Category=Options) uint32 bAlwaysRefreshAllPreviews:1; /** If false, use expression categorized menus. */ UPROPERTY(EditAnywhere, config, Category=Options) uint32 bUseUnsortedMenus:1; /** The users favorite material expressions. */ UPROPERTY(EditAnywhere, config, Category=Options) TArray FavoriteExpressions; };