Files
UnrealEngine/Engine/Plugins/MetaHuman/MetaHumanCharacter/Source/MetaHumanCharacterPalette/Public/MetaHumanCharacterPaletteProjectSettings.h
2025-05-18 13:04:45 +08:00

40 lines
1.8 KiB
C++

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