Files
UnrealEngine/Engine/Plugins/Bridge/Source/MegascansPlugin/Private/UI/MSSettings.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

56 lines
1.4 KiB
C++

// 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<UMaterialAssetSettings>();
MatOverridePathSettings->MasterMaterial3d = MasterMaterial3d->GetPathName();
MatOverridePathSettings->MasterMaterialPlant = MasterMaterialPlant->GetPathName();
MatOverridePathSettings->MasterMaterialSurface = MasterMaterialSurface->GetPathName();
MatOverridePathSettings->SaveConfig();
}
#endif