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QuestSystemEditorSettings.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Engine/DeveloperSettings.h"
7#include "QuestSystemEditorSettings.generated.h"
8
12UCLASS(config=EditorPerProjectUserSettings)
13class QUESTSYSTEMEDITOR_API UQuestSystemEditorSettings : public UDeveloperSettings
14{
15 GENERATED_BODY()
16
17
18public:
19
20 //- //
21 //- Quest Content //
22 //- //
23
24 virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
25
26 virtual FName GetCategoryName() const override;
27#if WITH_EDITORONLY_DATA
28
32 UPROPERTY(Config, EditAnywhere, Category = "Example")
33 bool bShowExampleContent = false;
40 // UPROPERTY(Config, EditAnywhere, Category = "Quest System Content")
41 // TArray <FString> DatatablesPaths;
42
43 //- //
44 //- Quest Editor //
45 //- //
46
47 // UPROPERTY(Config, EditAnywhere, Category = "Quest Editor")
48 // float AutoSaveFrequency;
49
50 //- //
51 //- Shortcuts //
52 //- //
53
55 // UPROPERTY(Config, EditAnywhere, Category = "Quest Editor Shortcuts")
56 // TArray<FQuestEditorKeyBind> QuestEditorShortcuts;
57#endif
58
59};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition QuestSystemEditorSettings.h:14