// Copyright Epic Games, Inc. All Rights Reserved. #include "BuoyancyRuntimeSettings.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(BuoyancyRuntimeSettings) FName UBuoyancyRuntimeSettings::GetCategoryName() const { return FName(TEXT("Plugins")); } void UBuoyancyRuntimeSettings::PostInitProperties() { Super::PostInitProperties(); } #if WITH_EDITOR UBuoyancyRuntimeSettings::FOnUpdateSettings UBuoyancyRuntimeSettings::OnSettingsChange; void UBuoyancyRuntimeSettings::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); OnSettingsChange.Broadcast(this, PropertyChangedEvent.ChangeType); } #endif // WITH_EDITOR