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

51 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Delegates/Delegate.h"
#include "Engine/EngineBaseTypes.h"
#include "HAL/PlatformCrt.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "UObject/UnrealType.h"
#include "AnimationBlueprintEditorSettings.generated.h"
// Settings for the Animation Blueprint Editor
UCLASS(config = EditorPerProjectUserSettings)
class UAnimationBlueprintEditorSettings : public UObject
{
GENERATED_BODY()
public:
/** If true, automatically pose watch selected nodes. */
UPROPERTY(EditAnywhere, config, Category = "Debugging")
bool bPoseWatchSelectedNodes = false;
/** Whether to display the corner text in an animation graph. Changing this only affects newly opened graphs. */
UPROPERTY(EditAnywhere, config, Category = "Graphs")
bool bShowGraphCornerText = true;
public:
DECLARE_MULTICAST_DELEGATE_TwoParams(FOnUpdateSettingsMulticaster, const UAnimationBlueprintEditorSettings*, EPropertyChangeType::Type);
FOnUpdateSettingsMulticaster OnSettingsChange;
FDelegateHandle RegisterOnUpdateSettings(const FOnUpdateSettingsMulticaster::FDelegate& Delegate)
{
return OnSettingsChange.Add(Delegate);
}
void UnregisterOnUpdateSettings(FDelegateHandle Object)
{
OnSettingsChange.Remove(Object);
}
protected:
//~ Begin UObject Interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
//~ End UObject Interface
};