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2026-04-30 12:24:52 +02:00

46 lines
2.1 KiB
C++

// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved.
//
// This software is available under different licenses depending on the source from which it was obtained:
// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace.
// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source.
// Please refer to the accompanying LICENSE file for further details.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "RoomData.h"
#include "ProceduralDungeonEdTypes.h"
#include "ProceduralDungeonEditorSettings.generated.h"
UCLASS(Config = Editor, DefaultConfig)
class UProceduralDungeonEditorSettings : public UObject
{
GENERATED_BODY()
public:
UProceduralDungeonEditorSettings(const FObjectInitializer& ObjectInitializer);
// The default RoomData class to use in the class picker when creating a new RoomData asset.
UPROPERTY(Config, EditAnywhere, Category = "General", NoClear, meta = (AllowAbstract = false))
TSubclassOf<URoomData> DefaultRoomDataClass;
// The class picker will not show if the default RoomData class has no child classes
UPROPERTY(Config, EditAnywhere, Category = "General", meta = (DisplayName = "Use Automatically Default Class If No Child"))
bool bUseDefaultIfNoChild;
// The class picker will show only the default RoomData and its children
//UPROPERTY(Config, EditAnywhere, Category = "General")
//bool bShowOnlyDefaultAndChildren;
// Default margin values on each axis to update volumes in Room Editor mode.
UPROPERTY(Config, EditAnywhere, Category = "Room Editor Mode")
FMargin3D DefaultMargins;
// When ticked the orbit rotation of the camera will use the room bounds center as pivot point
// instead of the current selected actor when the Room Editor Mode is active.
// (Works only when "Orbit Camera Around Selection" is ticked in your Editor Preferences)
UPROPERTY(Config, EditAnywhere, Category = "Room Editor Mode", meta = (DisplayName = "Use the room bounds center as pivot for camera orbit"))
bool bUseRoomAsOrbitPivot {true};
};