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UnrealEngine/Engine/Source/Editor/Blutility/Public/EditorUtilityWidgetProjectSettings.h
2025-05-18 13:04:45 +08:00

57 lines
1.8 KiB
C++

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