Files
BusyRabbit/Plugins/UnrealSharp/Source/UnrealSharpCore/CSUnrealSharpSettings.h
wyatt 648386cd73 Lua向C#逻辑迁移 一期 #13
将整个插件代码上传
2025-10-26 21:48:39 +08:00

40 lines
1.3 KiB
C++

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