Files
UnrealEngine/Engine/Plugins/Runtime/nDisplay/Source/DisplayClusterMessageInterceptor/Public/DisplayClusterMessageInterceptionSettings.h
2025-05-18 13:04:45 +08:00

47 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "DisplayClusterMessageInterceptionSettings.generated.h"
USTRUCT()
struct FMessageInterceptionSettings
{
GENERATED_BODY()
/**
* By default, interception is enabled and multi user interception is active
* Old config properties are not redirectable so by default, new system will be enabled
* fixing any discrepencies across the system with settings synchronization.
*/
/** Indicates if message interception is enabled. */
UPROPERTY(config, EditAnywhere, Category = "Interception Settings")
bool bIsEnabled = true;
/** Indicates whether messages from multi user are intercepted. */
UPROPERTY(config, EditAnywhere, Category = "Interception Settings", meta=(EditCondition = "bIsEnabled"))
bool bInterceptMultiUserMessages = true;
/** Maximum seconds to keep intercepted message to be synchronized across cluster. */
UPROPERTY(config, EditAnywhere, AdvancedDisplay, Category = "Interception Settings")
float TimeoutSeconds = 1.0f;
};
UCLASS(config=Engine)
class DISPLAYCLUSTERMESSAGEINTERCEPTION_API UDisplayClusterMessageInterceptionSettings : public UObject
{
GENERATED_BODY()
public:
/**
* Settings related to interception.
* @note Settings from primary node will be synchronized across the cluster
*/
UPROPERTY(config, EditAnywhere, Category = "Interception Settings", meta = (ShowOnlyInnerProperties))
FMessageInterceptionSettings InterceptionSettings;
};