105 lines
4.0 KiB
C++
105 lines
4.0 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 "UObject/ObjectMacros.h"
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#include "Templates/SubclassOf.h"
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#include "Engine/DeveloperSettings.h"
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#include "Engine/EngineTypes.h"
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#include "LevelEditorMiscSettings.generated.h"
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class ULevelStreaming;
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/**
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* Configure miscellaneous settings for the Level Editor.
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*/
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UCLASS(config=EditorPerProjectUserSettings, meta=( DisplayName="Miscellaneous" ), MinimalAPI)
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class ULevelEditorMiscSettings : public UDeveloperSettings
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{
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GENERATED_UCLASS_BODY()
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public:
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/** If checked lighting will be automatically applied to the level after a static lighting build is complete.
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* Otherwise you will be prompted to apply it
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*/
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UPROPERTY(EditAnywhere, config, Category=Editing, meta=(DisplayName="Apply Lighting Automatically"))
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uint32 bAutoApplyLightingEnable:1;
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/** If true, BSP will auto-update */
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UPROPERTY(EditAnywhere, config, Category=Editing, meta=( DisplayName = "Update BSP Automatically" ))
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uint32 bBSPAutoUpdate:1;
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/** If true, the pivot offset for BSP will be automatically moved to stay centered on its vertices */
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UPROPERTY(EditAnywhere, config, Category=Editing, meta=( DisplayName = "Move BSP Pivot Offset Automatically" ))
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uint32 bAutoMoveBSPPivotOffset:1;
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/** If true, Navigation will auto-update */
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UPROPERTY(EditAnywhere, config, Category=Editing, meta=( DisplayName = "Update Navigation Automatically" ))
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uint32 bNavigationAutoUpdate:1;
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/** If enabled, replacing actors will respect the scale of the original actor. Otherwise, the replaced actors will have a scale of 1.0 */
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UPROPERTY(EditAnywhere, config, Category=Editing, meta=( DisplayName = "Preserve Actor Scale on Replace" ))
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uint32 bReplaceRespectsScale:1;
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/** If enabled, will avoid relabeling actors in UUnrealEdEngine::edactPasteSelected */
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UPROPERTY(EditAnywhere, config, Category = Editing, meta = (DisplayName = "Avoid Actor Relabel on Paste Selected"))
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uint32 bAvoidRelabelOnPasteSelected:1;
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/** If enabled, will force checking references during a delete. Note: disabling this is for advanced usage only and not recommended.*/
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UPROPERTY(EditAnywhere, config, AdvancedDisplay, Category = Editing, meta = (DisplayName = "Check References on Delete"))
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uint32 bCheckReferencesOnDelete:1;
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public:
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/** If checked audio playing in the editor will continue to play even if the editor is in the background */
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UPROPERTY(EditAnywhere, config, Category=Sound)
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uint32 bAllowBackgroundAudio:1;
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/** If checked, will create a new audio engine instance for the play-in-editor window. Otherwise, will re-use the audio device used in content browser. */
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UPROPERTY(EditAnywhere, config, Category = Sound)
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uint32 bCreateNewAudioDeviceForPlayInEditor: 1;
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/** If true audio will be enabled in the editor. Does not affect PIE **/
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UPROPERTY(config)
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uint32 bEnableRealTimeAudio:1;
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/** Global volume setting for the editor */
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UPROPERTY(config)
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float EditorVolumeLevel;
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/** Enables audio feedback for certain operations in Unreal Editor, such as entering and exiting Play mode */
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UPROPERTY(EditAnywhere, config, Category=Sound)
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uint32 bEnableEditorSounds:1;
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public:
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/** The default level streaming class to use when adding new streaming levels */
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UPROPERTY(EditAnywhere, config, Category=Levels)
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TSubclassOf<ULevelStreaming> DefaultLevelStreamingClass;
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UPROPERTY(EditAnywhere, config, Category = Levels)
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bool bPromptWhenAddingToLevelBeforeCheckout;
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UPROPERTY(EditAnywhere, config, Category = Levels)
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bool bPromptWhenAddingToLevelOutsideBounds;
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UPROPERTY(EditAnywhere, config, Category = Levels, Meta = (ClampMin = "0.0", ClampMax = "100.0"))
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float PercentageThresholdForPrompt;
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UPROPERTY(EditAnywhere, config, Category = Levels)
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FVector MinimumBoundsForCheckingSize;
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public:
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/** The save directory for newly created screenshots */
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UPROPERTY(EditAnywhere, config, Category = Screenshots)
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FDirectoryPath EditorScreenshotSaveDirectory;
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protected:
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// UObject overrides
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UNREALED_API virtual void PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent ) override;
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};
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