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