UModelingToolsEditorModeSettings

Settings for the Modeling Tools Editor Mode plug-in.

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macOS

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UDeveloperSettings

UModelingToolsEditorModeSettings

References

Module

ModelingToolsEditorMode

Header

/Engine/Plugins/Editor/ModelingToolsEditorMode/Source/ModelingToolsEditorMode/Public/ModelingToolsEditorModeSettings.h

Include

#include "ModelingToolsEditorModeSettings.h"

Syntax

UCLASS(Config=Editor)
class UModelingToolsEditorModeSettings : public UDeveloperSettings

Remarks

Settings for the Modeling Tools Editor Mode plug-in.

Variables

Name Description

Public variable UProperty Category, EditAnywhere Config

EModelingModeAs...

 

AssetGenerationLocation

Where should Assets auto-generated by Modeling Tools be stored by default

Public variable UProperty Category, EditAnywhere Config

EModelingModeAs...

 

AssetGenerationMode

How should Assets auto-generated by Modeling Tools be handled in terms of saving, naming, etc

Public variable UProperty Category, EditAnywhere Config

FString

 

AutoGeneratedAssetPath

Assets auto-generated by Modeling Tools are stored at this path, relative to the parent path defined by the Location.

Public variable UProperty Category, EditAnywhere Config

FString

 

AutogenSubfolderUserNameOverride

Overrides the user name used for per-user folders below the Autogen path.

Public variable UProperty Category, EditAnywhere Config

bool

 

bAppendRandomStringToName

If true, Autogenerated Assets have a short random string generated and appended to their name

Public variable UProperty Category, EditAnywhere Config

bool

 

bEnableDynamicMeshActors

Enable/Disable the options to emit Dynamic Mesh Actors in Modeling Mode Tools

Public variable UProperty Category, EditAnywhere Config

bool

 

bEnablePersistentSelections

SelectionIf true, selections will be tracked between tools, and visualized with outlines.

Public variable UProperty Category, EditAnywhere Config

bool

 

bStoreUnsavedLevelAssetsInTopLevelGameFolder

If true, Auto-Generated Assets created in an unsaved Level will be stored relative to top-level /Game folder, otherwise they will be stored in /Temp and cannot be saved until they are explicitly moved to a permanent location

Public variable UProperty Category, EditAnywhere Config

bool

 

bUsePerUserAutogenSubfolder

If true, Autogenerated Assets are stored in per-user folders below the Autogen path

Public variable UProperty Category, EditAnywhere Config

EModelingModeDe...

 

DefaultMeshObjectType

What type of Mesh Object should Output Type Setting default to in Modeling Mode Tools (takes effect after Editor restart)

Public variable

UModelingToolsE...

 

OnModified

Overridden from UDeveloperSettings

Name Description

Public function Virtual Const

FName

 

GetCategoryName()

Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

Public function Virtual Const

FName

 

GetContainerName()

Gets the settings container name for the settings, either Project or Editor

Public function Virtual Const

FText

 

GetSectionDescription()

Gets the description for the section, uses the classes ToolTip by default.

Public function Virtual Const

FName

 

GetSectionName()

The unique name for your section of settings, uses the class's FName.

Public function Virtual Const

FText

 

GetSectionText()

Gets the section text, uses the classes DisplayName by default.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

UObject interface

Typedefs