// Copyright Epic Games, Inc. All Rights Reserved. //============================================================================= // AnalyticsPrivacySettings // // A configuration class that holds information for the user's privacy settings. // Supplied so that the editor 'remembers' the last setup the user had. //============================================================================= #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/Object.h" #include "Engine/ImportantToggleSettingInterface.h" #include "AnalyticsPrivacySettings.generated.h" UCLASS(MinimalAPI, hidecategories = Object, config = EditorSettings) class UAnalyticsPrivacySettings: public UObject , public IImportantToggleSettingInterface { GENERATED_UCLASS_BODY() /** Determines whether the editor sends usage information to Epic Games in order to improve Unreal Engine. Your information will never be shared with 3rd parties. */ UPROPERTY(EditAnywhere, config, Category = Options) bool bSendUsageData; public: // BEGIN IImportantToggleSettingInterface virtual void GetToggleCategoryAndPropertyNames(FName& OutCategory, FName& OutProperty) const override; virtual FText GetFalseStateLabel() const override; virtual FText GetFalseStateTooltip() const override; virtual FText GetFalseStateDescription() const override; virtual FText GetTrueStateLabel() const override; virtual FText GetTrueStateTooltip() const override; virtual FText GetTrueStateDescription() const override; virtual FString GetAdditionalInfoUrl() const override; virtual FText GetAdditionalInfoUrlLabel() const override; // END IImportantToggleSettingInterface #if WITH_EDITOR //~ Begin UObject Interface virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; //~ End UObject Interface void OnSendFullUsageDataChanged(); #endif };