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UQuestSystemEditorSettings Class Reference

#include <QuestSystemEditorSettings.h>

Inheritance diagram for UQuestSystemEditorSettings:

Public Member Functions

virtual void PostEditChangeProperty (FPropertyChangedEvent &PropertyChangedEvent) override
 
virtual FName GetCategoryName () const override
 

Member Function Documentation

◆ GetCategoryName()

FName UQuestSystemEditorSettings::GetCategoryName ( ) const
overridevirtual
41{
42 return FName("Quest System");
43
44}

◆ PostEditChangeProperty()

void UQuestSystemEditorSettings::PostEditChangeProperty ( FPropertyChangedEvent & PropertyChangedEvent)
overridevirtual
13{
14 UObject::PostEditChangeProperty(PropertyChangedEvent);
15#if WITH_EDITOR
16 // Check if the ShowExampleContent property was modified
17 static const FName ShowExampleContentName(TEXT("ShowExampleContent"));
18 FProperty* ChangedProperty = PropertyChangedEvent.Property;
19 if (ChangedProperty && ChangedProperty->GetFName() == ShowExampleContentName)
20 {
21 if (bShowExampleContent)
22 {
23 // Load the example content module on demand
24 if (!FModuleManager::Get().IsModuleLoaded("QuestSystemExampleContent"))
25 {
26 FModuleManager::Get().LoadModule("QuestSystemExampleContent");
27 UE_LOG(LogTemp, Warning, TEXT("QuestSystemExampleContent module loaded"));
28 }
29 }
30 else
31 {
32 // Optionally unload the module, though unloading modules in Unreal can be tricky.
33 UE_LOG(LogTemp, Warning, TEXT("ShowExampleContent is disabled - consider unloading the module if desired"));
34 }
35 }
36#endif
37
38}

The documentation for this class was generated from the following files: