57 lines
1.8 KiB
C++
57 lines
1.8 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 "EditorConfigBase.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "UObject/SoftObjectPath.h"
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#include "Engine/EngineTypes.h"
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#include "Misc/NamePermissionList.h"
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#include "WidgetEditingProjectSettings.h"
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#include "EditorUtilityWidgetProjectSettings.generated.h"
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class UWidgetCompilerRule;
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class UUserWidget;
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class UWidgetBlueprint;
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class UPanelWidget;
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/**
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* Implements the settings for Editor Utility Widget Editing Project Settings
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*/
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UCLASS(config=Editor, defaultconfig)
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class BLUTILITY_API UEditorUtilityWidgetProjectSettings : public UWidgetEditingProjectSettings
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{
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GENERATED_BODY()
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public:
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virtual FText GetSectionText() const override;
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virtual FText GetSectionDescription() const override;
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// Begin UObject Interface
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virtual void PostEditChangeChainProperty(struct FPropertyChangedChainEvent& PropertyChangedEvent) override;
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// End UObject Interface
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/** Get the permission list that controls actor actions */
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FNamePermissionList& GetAllowedEditorUtilityActorActions();
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const FNamePermissionList& GetAllowedEditorUtilityActorActions() const;
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/** Get the permission list that controls asset actions */
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FNamePermissionList& GetAllowedEditorUtilityAssetActions();
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const FNamePermissionList& GetAllowedEditorUtilityAssetActions() const;
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/** Set true to search generated classes for scripted actions. */
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UPROPERTY(EditAnywhere, config, Category = Designer)
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bool bSearchGeneratedClassesForScriptedActions = false;
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protected:
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/** EditorUtility actor actions to always consider during context menu creation */
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FNamePermissionList AllowedEditorUtilityActorActions;
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/** EditorUtility asset actions to always consider during context menu creation */
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FNamePermissionList AllowedEditorUtilityAssetActions;
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};
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