34 lines
1.1 KiB
C++
34 lines
1.1 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 "Engine/EngineTypes.h"
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#include "Engine/DeveloperSettings.h"
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#include "Engine/TextureDefines.h"
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#include "TextureImportSettings.h"
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#include "TextureImportUserSettings.generated.h"
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struct FPropertyChangedEvent;
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UCLASS(config = EditorPerProjectUserSettings, meta=(DisplayName="Texture Import"), MinimalAPI)
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class UTextureImportUserSettings : public UDeveloperSettings
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{
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GENERATED_UCLASS_BODY()
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public:
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UPROPERTY(config, EditAnywhere, Category=ImportSettings, meta = (
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DisplayName = "When to infill RGB in transparent white PNG",
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ToolTip = "Whether to perform infill only for binary transparency, always, or never. If set to 'default', uses global project setting."))
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ETextureImportPNGInfill PNGInfill = ETextureImportPNGInfill::Default;
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};
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namespace UE::TextureUtilitiesCommon
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{
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/** Resolves PNG infill setting using, in order of preference, per-project user settings,
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* project settings, and legacy config settings.
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*/
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TEXTUREUTILITIESCOMMON_API ETextureImportPNGInfill GetPNGInfillSetting();
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} |