40 lines
1.3 KiB
C++
40 lines
1.3 KiB
C++
#pragma once
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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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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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public:
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UCSUnrealSharpSettings();
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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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// 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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bool HasNamespaceSupport() const;
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protected:
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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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bool bRecentlyChangedNamespaceSupport = false;
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bool OldValueOfNamespaceSupport = false;
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};
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