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UnrealEngine/Engine/Plugins/Editor/AssetSearch/Source/Private/Settings/SearchUserSettings.h
2025-05-18 13:04:45 +08:00

66 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DeveloperSettings.h"
#include "SearchUserSettings.generated.h"
struct FDirectoryPath;
USTRUCT()
struct FSearchPerformance
{
GENERATED_BODY();
public:
UPROPERTY(EditAnywhere, Category = "Performance")
int32 ParallelDownloads = 0;
UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Performance")
int32 DownloadProcessRate = 0;
UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Performance")
int32 AssetScanRate = 0;
};
UCLASS(config = EditorPerProjectUserSettings, meta=(DisplayName="Search"))
class USearchUserSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
USearchUserSettings();
/** Enable this to begin using search. */
UPROPERTY(config, EditAnywhere, Category = General)
bool bEnableSearch;
/** Enable sqlite integrity checks on database load/setup. Slow. */
UPROPERTY(config, EditAnywhere, Category=General)
bool bEnableIntegrityChecks;
UPROPERTY(config, EditAnywhere, Category=General)
TArray<FDirectoryPath> IgnoredPaths;
UPROPERTY(config, EditAnywhere, Category=General)
bool bShowAssetsNeedingIndexing = true;
UPROPERTY(config, EditAnywhere, Category = General)
bool bAutoExpandAssets = true;
UPROPERTY(config, EditAnywhere, Category = Performance)
bool bThrottleInBackground = true;
UPROPERTY(config, EditAnywhere, Category = Performance)
FSearchPerformance DefaultOptions;
UPROPERTY(config, EditAnywhere, Category = Performance)
FSearchPerformance BackgroundtOptions;
const FSearchPerformance& GetPerformanceOptions() const;
public:
UPROPERTY(Transient)
int32 SearchInForeground = 0;
};