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