Files
UnrealEngine/Engine/Source/Editor/AnimGraph/Public/AnimGraphSettings.h
2025-05-18 13:04:45 +08:00

34 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DeveloperSettings.h"
#include "AnimGraphSettings.generated.h"
UCLASS(config=Editor)
class UAnimGraphSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
//~ Begin UDeveloperSettings interface
virtual FName GetContainerName() const override;
virtual FName GetCategoryName() const override;
#if WITH_EDITOR
virtual FText GetSectionText() const override;
virtual FText GetSectionDescription() const override;
#endif
//~ End UDeveloperSettings interface
/**
* If true, populates the blueprint action menu with pre-bound blend-by-enum nodes for supported enums.
* For large projects this can clutter the context menu so it may be preferable to hide those entries.
* */
UPROPERTY(EditAnywhere, config, Category = "Workflow")
bool bShowInstancedEnumBlendAnimNodeBlueprintActions = true;
protected:
//~ Begin UObject Interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
//~ End UObject Interface
};