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UnrealEngine/Engine/Source/Editor/UnrealEd/Classes/Preferences/MaterialEditorOptions.h
2025-05-18 13:04:45 +08:00

54 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/**
*
* A configuration class used by the UMaterial Editor to save editor
* settings across sessions.
*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "MaterialEditorOptions.generated.h"
UCLASS(hidecategories=Object, config=EditorPerProjectUserSettings, MinimalAPI)
class UMaterialEditorOptions : public UObject
{
GENERATED_UCLASS_BODY()
/** If true, don't render connectors that are not connected to anything. */
UPROPERTY(EditAnywhere, config, Category=Options)
uint32 bHideUnusedConnectorsSetting:1;
/** If true, the 3D material preview viewport updates in realtime. */
UPROPERTY(EditAnywhere, config, Category=Options)
uint32 bRealtimeMaterialViewport:1;
/** If true, the linked object viewport updates in realtime. */
UPROPERTY(EditAnywhere, config, Category=Options)
uint32 bRealtimeExpressionViewport:1;
/** If true, always refresh the material preview. */
UPROPERTY(EditAnywhere, config, Category = Options)
uint32 bLivePreviewUpdate : 1;
/** If true, fade nodes which are not connected to the selected nodes */
UPROPERTY(EditAnywhere, config, Category=Options)
uint32 bHideUnrelatedNodes:1;
/** If true, always refresh all expression previews. */
UPROPERTY(EditAnywhere, config, Category=Options)
uint32 bAlwaysRefreshAllPreviews:1;
/** If false, use expression categorized menus. */
UPROPERTY(EditAnywhere, config, Category=Options)
uint32 bUseUnsortedMenus:1;
/** The users favorite material expressions. */
UPROPERTY(EditAnywhere, config, Category=Options)
TArray<FString> FavoriteExpressions;
};