101 lines
3.1 KiB
C++
101 lines
3.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MSSettings.generated.h"
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struct FPropertyChangedEvent;
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UCLASS(Config = Editor)
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class UMegascansSettings
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: public UObject
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{
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GENERATED_UCLASS_BODY()
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//GENERATED_BODY()
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public:
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/** Populate Foliage Editor with Foliage Types for 3D Plants. */
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UPROPERTY(Config, DisplayName = "Auto-Populate Foliage Painter", EditAnywhere, Category = "MegascansSettings")
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bool bCreateFoliage;
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/** Ask for confirmation when importing more than 10 assets. */
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/*UPROPERTY(Config, DisplayName = "Prompt Before Batch Import", EditAnywhere, Category = "MegascansSettings")
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bool bBatchImportPrompt;*/
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/** Apply imported Surface on selected Actors in Editor. */
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UPROPERTY(Config, DisplayName = "Apply to Selection", EditAnywhere, Category = "MegascansSettings")
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bool bApplyToSelection;
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};
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UCLASS(Config = Editor)
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class UMaterialBlendSettings
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: public UObject
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{
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GENERATED_UCLASS_BODY()
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//GENERATED_BODY()
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public:
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/** Package name for Material Blend instance. */
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UPROPERTY(Config, DisplayName = "Material Name", EditAnywhere, Category = "MaterialBlendSettings")
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FString BlendedMaterialName;
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/** Destination path for Material Blend instance. */
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UPROPERTY(Config, DisplayName = "Destination Path", EditAnywhere, Category = "MaterialBlendSettings", meta = (ContentDir))
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FDirectoryPath BlendedMaterialPath;
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};
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UCLASS(Config = Editor)
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class UMaterialAssetSettings
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: public UObject
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{
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GENERATED_UCLASS_BODY()
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//GENERATED_BODY()
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public:
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UPROPERTY(Config, DisplayName = "3D Master Material", EditAnywhere, Category = "MasterMaterialOverrides")
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FString MasterMaterial3d;
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UPROPERTY(Config, DisplayName = "Surface Master Material", EditAnywhere, Category = "MasterMaterialOverrides")
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FString MasterMaterialSurface;
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UPROPERTY(Config, DisplayName = "Plant Master Material", EditAnywhere, Category = "MasterMaterialOverrides")
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FString MasterMaterialPlant;
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};
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UCLASS(Config = Editor)
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class UMaterialPresetsSettings
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: public UObject
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{
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GENERATED_UCLASS_BODY()
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public:
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/** Replace default master material with your own custom master material for all 3D assets. Default material is used if field is left empty. */
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UPROPERTY(Transient, DisplayName = "3D Master Material", EditAnywhere, Category = "MasterMaterialOverrides")
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TLazyObjectPtr <class UMaterial> MasterMaterial3d;
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//TLazyObjectPtr<class UMaterialInterface> MasterMaterial3d;
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/** Replace default master material with your own custom master material for all Surfaces. Default material is used if field is left empty. */
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UPROPERTY(Transient, DisplayName = "Surface Master Material", EditAnywhere, Category = "MasterMaterialOverrides")
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TLazyObjectPtr<class UMaterial> MasterMaterialSurface;
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/** Replace default master material with your own custom master material for all 3D Plants. Default material is used if field is left empty. */
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UPROPERTY(Transient, DisplayName = "Plant Master Material", EditAnywhere, Category = "MasterMaterialOverrides")
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TLazyObjectPtr<class UMaterial> MasterMaterialPlant;
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#if WITH_EDITOR
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyThatWillChange) override;
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#endif
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};
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