// Copyright Epic Games, Inc. All Rights Reserved. /** * * A configuration class used by the UMaterial Editor to save editor * settings across sessions. */ #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/Object.h" #include "MaterialEditorOptions.generated.h" UCLASS(hidecategories = Object, config = EditorPerProjectUserSettings) class UNREALED_API UMaterialEditorOptions: public UObject { GENERATED_UCLASS_BODY() /** If true, render grid the preview scene. */ UPROPERTY(EditAnywhere, config, Category = Options) uint32 bShowGrid : 1; /** If true, don't render connectors that are not connected to anything. */ UPROPERTY(EditAnywhere, config, Category = Options) uint32 bHideUnusedConnectors : 1; /** If true, the 3D material preview viewport updates in realtime. */ UPROPERTY(EditAnywhere, config, Category = Options) uint32 bRealtimeMaterialViewport : 1; /** If true, the linked object viewport updates in realtime. */ UPROPERTY(EditAnywhere, config, Category = Options) uint32 bRealtimeExpressionViewport : 1; /** If true, always refresh the material preview. */ UPROPERTY(EditAnywhere, config, Category = Options) uint32 bLivePreviewUpdate : 1; /** If true, fade nodes which are not connected to the selected nodes */ UPROPERTY(EditAnywhere, config, Category = Options) uint32 bHideUnrelatedNodes : 1; /** If true, always refresh all expression previews. */ UPROPERTY(EditAnywhere, config, Category = Options) uint32 bAlwaysRefreshAllPreviews : 1; /** If false, use expression categorized menus. */ UPROPERTY(EditAnywhere, config, Category = Options) uint32 bUseUnsortedMenus : 1; /** The users favorite material expressions. */ UPROPERTY(EditAnywhere, config, Category = Options) TArray FavoriteExpressions; };