EM_Task/UnrealEd/Classes/Preferences/MaterialEditorOptions.h
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

57 lines
1.9 KiB
C++

// 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<FString> FavoriteExpressions;
};