40 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			40 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #pragma once
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| 
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| #include "CoreMinimal.h"
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| #include "Engine/DeveloperSettings.h"
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| #include "CSUnrealSharpSettings.generated.h"
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| 
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| UCLASS(config = UnrealSharp, defaultconfig, meta = (DisplayName = "UnrealSharp Settings"))
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| class UNREALSHARPCORE_API UCSUnrealSharpSettings : public UDeveloperSettings
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| {
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| 	GENERATED_BODY()
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| 	
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| public:
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| 
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| 	UCSUnrealSharpSettings();
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| 
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| #if WITH_EDITOR
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| 	// UObject interface
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| 	virtual void PreEditChange(FProperty* PropertyAboutToChange) override;
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| 	virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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| 	// End of UObject interface
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| #endif
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| 	
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| 	// Should we exit PIE when an exception is thrown in C#?
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| 	UPROPERTY(EditDefaultsOnly, config, Category = "UnrealSharp | Debugging")
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| 	bool bCrashOnException = true;
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| 
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| 	bool HasNamespaceSupport() const;
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| 
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| protected:
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| 	
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| 	// Should we enable namespace support for generated types?
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| 	// If false, all types will be generated in the global package and all types need to have unique names.
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| 	// Currently destructive to the project if changed after BPs of C# types have been created.
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| 	UPROPERTY(EditDefaultsOnly, config, Category = "UnrealSharp | Namespace", Experimental)
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| 	bool bEnableNamespaceSupport = false;
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| 
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| 	bool bRecentlyChangedNamespaceSupport = false;
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| 	bool OldValueOfNamespaceSupport = false;
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| };
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