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