40 lines
1.8 KiB
C++
40 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Engine/DeveloperSettings.h"
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#include "UObject/SoftObjectPtr.h"
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#include "MetaHumanCharacterPaletteProjectSettings.generated.h"
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enum class EMetaHumanQualityLevel : uint8;
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UCLASS(Config = MetaHumanCharacter, DefaultConfig)
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class METAHUMANCHARACTERPALETTE_API UMetaHumanCharacterPaletteProjectSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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UMetaHumanCharacterPaletteProjectSettings();
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// Begin UDeveloperSettings interface
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virtual FName GetCategoryName() const override { return FName("Plugins"); }
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virtual FName GetSectionName() const override { return FName("MetaHumanCharacterPalette"); }
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#if WITH_EDITOR
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virtual FText GetSectionText() const override { return NSLOCTEXT("MetaHumanCharacterPaletteProjectSettings", "SettingsName", "MetaHuman Character Build"); }
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virtual FText GetSectionDescription() const override { return NSLOCTEXT("MetaHumanCharacterProjectSettings", "SettingsDescription", "Configuration settings for MetaHuman Character build features"); }
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#endif // WITH_EDITOR
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// End UDeveloperSettings interface
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/** The default MetaHuman Collection Pipeline that will be used by new MetaHuman Characters and Collections */
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UPROPERTY(Config, EditAnywhere, Category = "Build")
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TSoftClassPtr<class UMetaHumanCollectionPipeline> DefaultCharacterPipelineClass;
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/** The default legacy MetaHuman Collection Pipelines that is used to build legacy Actor-based blueprints. */
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UPROPERTY(Config, EditAnywhere, Category = "Build", EditFixedSize, NoClear)
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TMap<EMetaHumanQualityLevel, TSoftClassPtr<class UMetaHumanCollectionPipeline>> DefaultCharacterLegacyPipelines;
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UPROPERTY(Config, EditAnywhere, Category = "Build", EditFixedSize, NoClear)
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TMap<EMetaHumanQualityLevel, TSoftClassPtr<class UMetaHumanCollectionPipeline>> DefaultCharacterUEFNPipelines;
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};
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