62 lines
1.8 KiB
C++
62 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 "AnimBlueprintSettings.generated.h"
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/**
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* Implements Editor settings for animation blueprints
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*/
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UCLASS(config = EditorPerProjectUserSettings, MinimalAPI)
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class UAnimBlueprintSettings : public UObject
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{
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GENERATED_BODY()
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public:
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/** Whether to allow using animation blueprints */
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UPROPERTY()
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bool bAllowAnimBlueprints = true;
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/** Whether to allow event graphs to be created/displayed in animation blueprints */
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UPROPERTY()
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bool bAllowEventGraphs = true;
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/** Whether to allow macros to be created/displayed in animation blueprints */
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UPROPERTY()
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bool bAllowMacros = true;
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/** Whether to allow delegates to be created/displayed in animation blueprints */
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UPROPERTY()
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bool bAllowDelegates = true;
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/** Whether to allow pose watches to be created/displayed in animation blueprints */
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UPROPERTY()
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bool bAllowPoseWatches = true;
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/** Whether to allow restrict which base function overrides can created/displayed in animation blueprints */
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UPROPERTY()
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bool bRestrictBaseFunctionOverrides = false;
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/**
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* Whether to allow input events to be created/displayed in animation blueprints.
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*
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* You used to be able to place input event nodes in anim graphs and they would just not work, sometimes causing an ensure.
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*
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* If needed, you can enable this legacy behavior by setting this property to true (allowing input events to be placed in a graph).
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*
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* Default value is false.
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*/
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UPROPERTY(Config)
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bool bSupportInputEventsForBackwardsCompatibility = false;
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/** Whether or not anim blueprint should perform allow-list validation */
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UPROPERTY()
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bool bPerformValidation = false;
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/** The set of allowed base functions if restricted */
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UPROPERTY()
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TArray<FName> BaseFunctionOverrideAllowList;
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};
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