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