// Copyright Epic Games, Inc. All Rights Reserved. #include "MSSettings.h" #include "Materials/Material.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(MSSettings) UMegascansSettings::UMegascansSettings(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) , bCreateFoliage(true), bApplyToSelection(false) { } UMaterialBlendSettings::UMaterialBlendSettings(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer), BlendedMaterialName(TEXT("BlendMaterial")) { BlendedMaterialPath.Path = TEXT("/Game/BlendMaterials"); } UMaterialAssetSettings::UMaterialAssetSettings(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } UMaterialPresetsSettings::UMaterialPresetsSettings(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } #if WITH_EDITOR void UMaterialPresetsSettings::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); // TODO : Only save the property thats getting changed. UMaterialAssetSettings* MatOverridePathSettings = GetMutableDefault(); MatOverridePathSettings->MasterMaterial3d = MasterMaterial3d->GetPathName(); MatOverridePathSettings->MasterMaterialPlant = MasterMaterialPlant->GetPathName(); MatOverridePathSettings->MasterMaterialSurface = MasterMaterialSurface->GetPathName(); MatOverridePathSettings->SaveConfig(); } #endif