// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/Object.h" #include "Engine/DeveloperSettings.h" #include "MovieSceneFwd.h" #include "LevelSequenceProjectSettings.generated.h" #define UE_API LEVELSEQUENCE_API // Settings for level sequences UCLASS(MinimalAPI, config=Engine, defaultconfig, meta=(DisplayName="Level Sequence")) class ULevelSequenceProjectSettings : public UDeveloperSettings { GENERATED_BODY() public: UE_API ULevelSequenceProjectSettings(); UPROPERTY(config, EditAnywhere, Category=Timeline, meta=(ConsoleVariable="LevelSequence.DefaultLockEngineToDisplayRate", Tooltip="0: Playback locked to playback frames\n1: Unlocked playback with sub frame interpolation")) bool bDefaultLockEngineToDisplayRate; UPROPERTY(config, EditAnywhere, Category=Timeline, meta=(ConsoleVariable="LevelSequence.DefaultDisplayRate", Tooltip="Specifies default display frame rate for newly created level sequences; also defines frame locked frame rate where sequences are set to be frame locked. Examples: 30 fps, 120/1 (120 fps), 30000/1001 (29.97), 0.01s (10ms).")) FString DefaultDisplayRate; UPROPERTY(config, EditAnywhere, Category=Timeline, meta=(ConsoleVariable="LevelSequence.DefaultTickResolution", Tooltip="Specifies default tick resolution for newly created level sequences. Examples: 30 fps, 120/1 (120 fps), 30000/1001 (29.97), 0.01s (10ms).")) FString DefaultTickResolution; UPROPERTY(config, EditAnywhere, Category=Timeline, meta=(ConsoleVariable="LevelSequence.DefaultClockSource", Tooltip="Specifies default clock source for newly created level sequences. Examples: 0: Tick, 1: Platform, 2: Audio, 3: RelativeTimecode, 4: Timecode, 5: Custom")) EUpdateClockSource DefaultClockSource; UE_API virtual void PostInitProperties() override; #if WITH_EDITOR UE_API virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; #endif }; #undef UE_API