42 lines
2.0 KiB
C++
42 lines
2.0 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 "UObject/Object.h"
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#include "Engine/DeveloperSettings.h"
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#include "MovieSceneFwd.h"
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#include "LevelSequenceProjectSettings.generated.h"
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#define UE_API LEVELSEQUENCE_API
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// Settings for level sequences
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UCLASS(MinimalAPI, config=Engine, defaultconfig, meta=(DisplayName="Level Sequence"))
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class ULevelSequenceProjectSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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UE_API ULevelSequenceProjectSettings();
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UPROPERTY(config, EditAnywhere, Category=Timeline, meta=(ConsoleVariable="LevelSequence.DefaultLockEngineToDisplayRate", Tooltip="0: Playback locked to playback frames\n1: Unlocked playback with sub frame interpolation"))
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bool bDefaultLockEngineToDisplayRate;
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UPROPERTY(config, EditAnywhere, Category=Timeline, meta=(ConsoleVariable="LevelSequence.DefaultDisplayRate", Tooltip="Specifies default display frame rate for newly created level sequences; also defines frame locked frame rate where sequences are set to be frame locked. Examples: 30 fps, 120/1 (120 fps), 30000/1001 (29.97), 0.01s (10ms)."))
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FString DefaultDisplayRate;
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UPROPERTY(config, EditAnywhere, Category=Timeline, meta=(ConsoleVariable="LevelSequence.DefaultTickResolution", Tooltip="Specifies default tick resolution for newly created level sequences. Examples: 30 fps, 120/1 (120 fps), 30000/1001 (29.97), 0.01s (10ms)."))
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FString DefaultTickResolution;
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UPROPERTY(config, EditAnywhere, Category=Timeline, meta=(ConsoleVariable="LevelSequence.DefaultClockSource", Tooltip="Specifies default clock source for newly created level sequences. Examples: 0: Tick, 1: Platform, 2: Audio, 3: RelativeTimecode, 4: Timecode, 5: Custom"))
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EUpdateClockSource DefaultClockSource;
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UE_API virtual void PostInitProperties() override;
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#if WITH_EDITOR
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UE_API virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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};
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#undef UE_API
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