// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreTypes.h" #include "UObject/ObjectMacros.h" #include "Engine/EngineTypes.h" #include "LevelSequenceCameraSettings.generated.h" USTRUCT(BlueprintType) struct FLevelSequenceCameraSettings { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Aspect Ratio") bool bOverrideAspectRatioAxisConstraint = true; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Aspect Ratio", meta = (EditCondition = bOverrideAspectRatioAxisConstraint)) TEnumAsByte AspectRatioAxisConstraint = EAspectRatioAxisConstraint::AspectRatio_MaintainXFOV; };