// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "AnimBlueprintSettings.generated.h" /** * Implements Editor settings for animation blueprints */ UCLASS(config = EditorPerProjectUserSettings, MinimalAPI) class UAnimBlueprintSettings : public UObject { GENERATED_BODY() public: /** Whether to allow using animation blueprints */ UPROPERTY() bool bAllowAnimBlueprints = true; /** Whether to allow event graphs to be created/displayed in animation blueprints */ UPROPERTY() bool bAllowEventGraphs = true; /** Whether to allow macros to be created/displayed in animation blueprints */ UPROPERTY() bool bAllowMacros = true; /** Whether to allow delegates to be created/displayed in animation blueprints */ UPROPERTY() bool bAllowDelegates = true; /** Whether to allow pose watches to be created/displayed in animation blueprints */ UPROPERTY() bool bAllowPoseWatches = true; /** Whether to allow restrict which base function overrides can created/displayed in animation blueprints */ UPROPERTY() bool bRestrictBaseFunctionOverrides = false; /** * Whether to allow input events to be created/displayed in animation blueprints. * * You used to be able to place input event nodes in anim graphs and they would just not work, sometimes causing an ensure. * * If needed, you can enable this legacy behavior by setting this property to true (allowing input events to be placed in a graph). * * Default value is false. */ UPROPERTY(Config) bool bSupportInputEventsForBackwardsCompatibility = false; /** Whether or not anim blueprint should perform allow-list validation */ UPROPERTY() bool bPerformValidation = false; /** The set of allowed base functions if restricted */ UPROPERTY() TArray BaseFunctionOverrideAllowList; };