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