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// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once

#include "Engine/DeveloperSettingsBackedByCVars.h"

#include "LyraCosmeticDeveloperSettings.generated.h"

struct FLyraCharacterPart;
struct FPropertyChangedEvent;

class ULyraExperienceDefinition;

UENUM()
enum class ECosmeticCheatMode

{
	ReplaceParts,

	AddParts
};

/**

 * Cosmetic developer settings / editor cheats

 */
UCLASS(config=EditorPerProjectUserSettings, MinimalAPI)
class ULyraCosmeticDeveloperSettings : public UDeveloperSettingsBackedByCVars
{
	GENERATED_BODY()

public:
	ULyraCosmeticDeveloperSettings();

	//~UDeveloperSettings interface
	virtual FName GetCategoryName() const override;
	//~End of UDeveloperSettings interface

public:
	UPROPERTY(Transient, EditAnywhere)
	TArray<FLyraCharacterPart> CheatCosmeticCharacterParts;

	UPROPERTY(Transient, EditAnywhere)
	ECosmeticCheatMode CheatMode;

#if WITH_EDITOR
public:
	// Called by the editor engine to let us pop reminder notifications when cheats are active
	LYRAGAME_API void OnPlayInEditorStarted() const;

private:
	void ApplySettings();
	void ReapplyLoadoutIfInPIE();
#endif

public:
	//~UObject interface
#if WITH_EDITOR
	virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
	virtual void PostReloadConfig(FProperty* PropertyThatWasLoaded) override;
	virtual void PostInitProperties() override;
#endif
	//~End of UObject interface

private:


};