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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