65 lines
2.2 KiB
C++
65 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "EditorUtilityWidgetProjectSettings.h"
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#include "WidgetBlueprint.h"
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#include "WidgetCompilerRule.h"
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#include "UObject/Package.h"
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#include "UObject/UObjectIterator.h"
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#include "Blueprint/UserWidget.h"
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#include "Components/CanvasPanel.h"
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#include "Components/GridPanel.h"
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#include "Components/HorizontalBox.h"
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#include "Components/VerticalBox.h"
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#include "../Classes/EditorUtilityWidgetBlueprint.h"
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FText UEditorUtilityWidgetProjectSettings::GetSectionText() const
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{
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return NSLOCTEXT("EditorUtilities", "EditorUtilityWidgetsTeamSettingsName", "Editor Utility Widgets (Team)");
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}
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FText UEditorUtilityWidgetProjectSettings::GetSectionDescription() const
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{
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return NSLOCTEXT("EditorUtilities", "EditorUtilityWidgetsTeamSettingsDescription", "Configure options for Editor Utility Widgets that affect the whole team.");
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}
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void UEditorUtilityWidgetProjectSettings::PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeChainProperty(PropertyChangedEvent);
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// If there's a change, we should scan for widgets currently in the error or warning state and mark them as dirty
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// so they get recompiled next time we PIE. Don't mark all widgets dirty, or we're in for a very large recompile.
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if (PropertyChangedEvent.ChangeType != EPropertyChangeType::Interactive)
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{
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for (TObjectIterator<UEditorUtilityWidgetBlueprint> BlueprintIt; BlueprintIt; ++BlueprintIt)
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{
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UEditorUtilityWidgetBlueprint* Blueprint = *BlueprintIt;
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if (Blueprint->Status == BS_Error || Blueprint->Status == BS_UpToDateWithWarnings)
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{
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Blueprint->Status = BS_Dirty;
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}
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}
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}
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}
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FNamePermissionList& UEditorUtilityWidgetProjectSettings::GetAllowedEditorUtilityActorActions()
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{
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return AllowedEditorUtilityActorActions;
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}
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const FNamePermissionList& UEditorUtilityWidgetProjectSettings::GetAllowedEditorUtilityActorActions() const
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{
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return AllowedEditorUtilityActorActions;
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}
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FNamePermissionList& UEditorUtilityWidgetProjectSettings::GetAllowedEditorUtilityAssetActions()
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{
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return AllowedEditorUtilityAssetActions;
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}
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const FNamePermissionList& UEditorUtilityWidgetProjectSettings::GetAllowedEditorUtilityAssetActions() const
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{
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return AllowedEditorUtilityAssetActions;
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}
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