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

62 lines
1.8 KiB
C++

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