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UnrealEngine/Engine/Source/Editor/Blutility/Public/EditorUtilityWidgetProjectSettings.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

61 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "EditorConfigBase.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "UObject/SoftObjectPath.h"
#include "Engine/EngineTypes.h"
#include "Misc/NamePermissionList.h"
#include "WidgetEditingProjectSettings.h"
#include "EditorUtilityWidgetProjectSettings.generated.h"
#define UE_API BLUTILITY_API
class UWidgetCompilerRule;
class UUserWidget;
class UWidgetBlueprint;
class UPanelWidget;
/**
* Implements the settings for Editor Utility Widget Editing Project Settings
*/
UCLASS(MinimalAPI, config=Editor, defaultconfig)
class UEditorUtilityWidgetProjectSettings : public UWidgetEditingProjectSettings
{
GENERATED_BODY()
public:
UE_API virtual FText GetSectionText() const override;
UE_API virtual FText GetSectionDescription() const override;
// Begin UObject Interface
UE_API virtual void PostEditChangeChainProperty(struct FPropertyChangedChainEvent& PropertyChangedEvent) override;
// End UObject Interface
/** Get the permission list that controls actor actions */
UE_API FNamePermissionList& GetAllowedEditorUtilityActorActions();
UE_API const FNamePermissionList& GetAllowedEditorUtilityActorActions() const;
/** Get the permission list that controls asset actions */
UE_API FNamePermissionList& GetAllowedEditorUtilityAssetActions();
UE_API const FNamePermissionList& GetAllowedEditorUtilityAssetActions() const;
/** Set true to search generated classes for scripted actions. */
UPROPERTY(EditAnywhere, config, Category = Designer)
bool bSearchGeneratedClassesForScriptedActions = false;
protected:
/** EditorUtility actor actions to always consider during context menu creation */
FNamePermissionList AllowedEditorUtilityActorActions;
/** EditorUtility asset actions to always consider during context menu creation */
FNamePermissionList AllowedEditorUtilityAssetActions;
};
#undef UE_API