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UnrealEngine/Engine/Source/Runtime/LevelSequence/Public/LevelSequenceProjectSettings.h
2025-05-18 13:04:45 +08:00

42 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "Engine/DeveloperSettings.h"
#include "MovieSceneFwd.h"
#include "LevelSequenceProjectSettings.generated.h"
#define UE_API LEVELSEQUENCE_API
// Settings for level sequences
UCLASS(MinimalAPI, config=Engine, defaultconfig, meta=(DisplayName="Level Sequence"))
class ULevelSequenceProjectSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
UE_API ULevelSequenceProjectSettings();
UPROPERTY(config, EditAnywhere, Category=Timeline, meta=(ConsoleVariable="LevelSequence.DefaultLockEngineToDisplayRate", Tooltip="0: Playback locked to playback frames\n1: Unlocked playback with sub frame interpolation"))
bool bDefaultLockEngineToDisplayRate;
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)."))
FString DefaultDisplayRate;
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)."))
FString DefaultTickResolution;
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"))
EUpdateClockSource DefaultClockSource;
UE_API virtual void PostInitProperties() override;
#if WITH_EDITOR
UE_API virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
};
#undef UE_API