Download LyraStarterGame/Source/LyraGame/Development/LyraDeveloperSettings.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
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3.81 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| struct FPropertyChangedEvent; | |
| class ULyraExperienceDefinition; | |
| UENUM() | |
| enum class ECheatExecutionTime | |
| { | |
| // When the cheat manager is created | |
| OnCheatManagerCreated, | |
| // When a pawn is possessed by a player | |
| OnPlayerPawnPossession | |
| }; | |
| USTRUCT() | |
| struct FLyraCheatToRun | |
| { | |
| GENERATED_BODY() | |
| UPROPERTY(EditAnywhere) | |
| ECheatExecutionTime Phase = ECheatExecutionTime::OnPlayerPawnPossession; | |
| UPROPERTY(EditAnywhere) | |
| FString Cheat; | |
| }; | |
| /** | |
| * Developer settings / editor cheats | |
| */ | |
| UCLASS(config=EditorPerProjectUserSettings, MinimalAPI) | |
| class ULyraDeveloperSettings : public UDeveloperSettingsBackedByCVars | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraDeveloperSettings(); | |
| //~UDeveloperSettings interface | |
| virtual FName GetCategoryName() const override; | |
| //~End of UDeveloperSettings interface | |
| public: | |
| // The experience override to use for Play in Editor (if not set, the default for the world settings of the open map will be used) | |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, config, Category=Lyra, meta=(AllowedTypes="LyraExperienceDefinition")) | |
| FPrimaryAssetId ExperienceOverride; | |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, config, Category=LyraBots, meta=(InlineEditConditionToggle)) | |
| bool bOverrideBotCount = false; | |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, config, Category=LyraBots, meta=(EditCondition=bOverrideBotCount)) | |
| int32 OverrideNumPlayerBotsToSpawn = 0; | |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, config, Category=LyraBots) | |
| bool bAllowPlayerBotsToAttack = true; | |
| // Do the full game flow when playing in the editor, or skip 'waiting for player' / etc... game phases? | |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, config, Category=Lyra) | |
| bool bTestFullGameFlowInPIE = false; | |
| /** | |
| * Should force feedback effects be played, even if the last input device was not a gamepad? | |
| * The default behavior in Lyra is to only play force feedback if the most recent input device was a gamepad. | |
| */ | |
| UPROPERTY(config, EditAnywhere, Category = Lyra, meta = (ConsoleVariable = "LyraPC.ShouldAlwaysPlayForceFeedback")) | |
| bool bShouldAlwaysPlayForceFeedback = false; | |
| // Should game logic load cosmetic backgrounds in the editor or skip them for iteration speed? | |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, config, Category=Lyra) | |
| bool bSkipLoadingCosmeticBackgroundsInPIE = false; | |
| // List of cheats to auto-run during 'play in editor' | |
| UPROPERTY(config, EditAnywhere, Category=Lyra) | |
| TArray<FLyraCheatToRun> CheatsToRun; | |
| // Should messages broadcast through the gameplay message subsystem be logged? | |
| UPROPERTY(config, EditAnywhere, Category=GameplayMessages, meta=(ConsoleVariable="GameplayMessageSubsystem.LogMessages")) | |
| bool LogGameplayMessages = false; | |
| /** A list of common maps that will be accessible via the editor detoolbar */ | |
| UPROPERTY(config, EditAnywhere, BlueprintReadOnly, Category=Maps, meta=(AllowedClasses="/Script/Engine.World")) | |
| TArray<FSoftObjectPath> CommonEditorMaps; | |
| public: | |
| // Called by the editor engine to let us pop reminder notifications when cheats are active | |
| LYRAGAME_API void OnPlayInEditorStarted() const; | |
| private: | |
| void ApplySettings(); | |
| public: | |
| //~UObject interface | |
| virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; | |
| virtual void PostReloadConfig(FProperty* PropertyThatWasLoaded) override; | |
| virtual void PostInitProperties() override; | |
| //~End of UObject interface | |
| }; | |