#include <ArticyPluginSettings.h>
UArticyPluginSettings is a class that manages configuration settings for the Articy plugin. It handles settings related to import, runtime behavior, and other plugin-specific features.
◆ UArticyPluginSettings()
| UArticyPluginSettings::UArticyPluginSettings |
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◆ ApplyPreviousSettings()
| void UArticyPluginSettings::ApplyPreviousSettings |
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const |
Applies previously saved settings for packages to avoid resetting user-tweaked values.
◆ DoesPackageSettingExist()
| bool UArticyPluginSettings::DoesPackageSettingExist |
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FString | packageName | ) |
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Checks if a package setting exists in the internal settings map.
- Parameters
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| packageName | The name of the package to check. |
- Returns
- True if the package setting exists, false otherwise.
◆ Get()
◆ UpdatePackageSettings()
| void UArticyPluginSettings::UpdatePackageSettings |
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Updates package settings based on the currently imported packages.
◆ UPROPERTY()
| UArticyPluginSettings::UPROPERTY |
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EditAnywhere | , |
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Config | , |
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Category | = ImportSettings, |
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meta | = (DisplayName="Use legacy importer (prev. Articy 3.2.3)") ) |
If true, the old importer process will be used (Articy version < 3.2.3).
◆ ArticyDirectory
| FString UArticyPluginSettings::ArticyDirectory |
The directory where ArticyContent will be generated and assets are looked for (when using ArticyAsset). Also used to search for the .articyue file to regenerate the import asset. Automatically set to the location of the import asset during import. Change only to manually apply a fix!
◆ bConvertUnityToUnrealRichText
| bool UArticyPluginSettings::bConvertUnityToUnrealRichText |
If true, converts Unity formatting in the exported articy:draft project into Unreal's rich text format. Hit "Import Changes" anytime you change this setting.
◆ bCreateBlueprintTypeForScriptMethods
| bool UArticyPluginSettings::bCreateBlueprintTypeForScriptMethods |
Exposes the generated method provider interface to Blueprint. INFO: Generated functions will be named according to the format <MethodName>_<ArgumentTypes> as a workaround to support overloaded functions in blueprint.
◆ bKeepDatabaseBetweenWorlds
| bool UArticyPluginSettings::bKeepDatabaseBetweenWorlds |
Keeps one instance of the database for the whole game alive, even if the world changes.
◆ bKeepGlobalVariablesBetweenWorlds
| bool UArticyPluginSettings::bKeepGlobalVariablesBetweenWorlds |
Keeps one instance of the global variables for the whole game alive, even if the world changes.
◆ bSortChildrenAtGeneration
| bool UArticyPluginSettings::bSortChildrenAtGeneration |
If true, will attempt to sort the children using the exported position properties. This can be slower.
◆ bVerifyArticyReferenceBeforeImport
| bool UArticyPluginSettings::bVerifyArticyReferenceBeforeImport |
If true, the importer will try to parse the Source/<ProjectName>/<ProjectName>.Build.cs file to find a reference to the ArticyRuntime inside it before importing. Proposes to the user to add it automatically if no reference is found.
◆ PackageLoadSettings
| TMap<FString, bool> UArticyPluginSettings::PackageLoadSettings |
Internal cached data for data consistency between imports (setting restoration etc.).
The documentation for this class was generated from the following files: