69 lines
2.4 KiB
C++
69 lines
2.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DeveloperSettings.h"
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#include "UObject/SoftObjectPath.h"
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#include "SoundscapeSettings.generated.h"
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/**
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*
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*/
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UCLASS(config = Game, defaultconfig, meta = (DisplayName = "Soundscape"))
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class SOUNDSCAPE_API USoundscapeSettings : public UDeveloperSettings
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{
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GENERATED_UCLASS_BODY()
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public:
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// Soundscape Palette Collection
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UPROPERTY(config, EditAnywhere, Category = "Soundscape", meta = (AllowedClasses = "/Script/Soundscape.SoundscapePalette"))
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TSet<FSoftObjectPath> SoundscapePaletteCollection;
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UPROPERTY(config, EditAnywhere, Category = "Soundscape")
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bool bDebugDraw = false;
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// Hash Cell Width for LOD1
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UPROPERTY(config, EditAnywhere, Category = "ColorPointSystem", meta = (ClampMin = "1.0", UIMin = "1.0"))
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float LOD1ColorPointHashWidth = 500.0f;
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// Hash Cell LOD1 Max Distance
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UPROPERTY(config, EditAnywhere, Category = "ColorPointSystem", meta = (ClampMin = "1.0", UIMin = "1.0"))
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float LOD1ColorPointHashDistance = 5000.0f;
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// Hash Cell Width for LOD2
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UPROPERTY(config, EditAnywhere, Category = "ColorPointSystem", meta = (ClampMin = "1.0", UIMin = "1.0"))
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float LOD2ColorPointHashWidth = 2500.0f;
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// Hash Cell LOD2 Max Distance
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UPROPERTY(config, EditAnywhere, Category = "ColorPointSystem", meta = (ClampMin = "1.0", UIMin = "1.0"))
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float LOD2ColorPointHashDistance = 10000.0f;
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// Hash Cell Width for LOD3
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UPROPERTY(config, EditAnywhere, Category = "ColorPointSystem", meta = (ClampMin = "1.0", UIMin = "1.0"))
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float LOD3ColorPointHashWidth = 10000.0f;
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// Hash Cell Width for the Active Hash
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UPROPERTY(config, EditAnywhere, Category = "ColorPointSystem", meta = (ClampMin = "1.0", UIMin = "1.0"))
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float ActiveColorPointHashWidth = 500.0f;
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// Hash Cell Update Timing for the Active Hash
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UPROPERTY(config, EditAnywhere, Category = "ColorPointSystem", meta = (ClampMin = "0.1", UIMin = "0.1"))
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float ActiveColorPointHashUpdateTimeSeconds = 1.0f;
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public:
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// Beginning of UDeveloperSettings Interface
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virtual FName GetCategoryName() const override { return FName(TEXT("Game")); }
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#if WITH_EDITOR
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virtual FText GetSectionText() const override { return NSLOCTEXT("SoundscapePlugin", "SoundscapeSettingsSection", "Soundscape"); };
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#endif
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// End of UDeveloperSettings Interface
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#if WITH_EDITOR
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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};
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