135 lines
4.7 KiB
Ucode
135 lines
4.7 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class UnrealEdEngine extends EditorEngine
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native
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config(Engine)
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noexport
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transient;
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var const noexport pointer NotifyVtbl;
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/** Global instance of the editor options class. */
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var const UnrealEdOptions EditorOptionsInst;
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/**
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* Manager responsible for creating and configuring browser windows
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*/
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var const BrowserManager BrowserManager;
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/**
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* Manager responsible for configuring and rendering thumbnails
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*/
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var const ThumbnailManager ThumbnailManager;
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/**
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* Holds the name of the browser manager class to instantiate
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*/
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var config string BrowserManagerClassName;
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/**
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* Holds the name of the class to instantiate
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*/
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var config string ThumbnailManagerClassName;
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/** The current autosave number, appended to the autosave map name, wraps after 10 */
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var const config int AutoSaveIndex;
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/** The number of 10-sec intervals that have passed since last autosave. */
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var const float AutosaveCount;
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/** Pause ticking of the autosave counter? */
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var const bool bAutosaveCountPaused;
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/** If we are currently autosaving */
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var const bool bIsAutoSaving;
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/** A buffer for implementing material expression copy/paste. */
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var const Material MaterialCopyPasteBuffer;
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/** A buffer for implementing matinee track/group copy/paste. */
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var const array<Object> MatineeCopyPasteBuffer;
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/** A buffer for implementing sound cue nodes copy/paste. */
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var const SoundCue SoundCueCopyPasteBuffer;
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/** Used for copy/pasting sockets between skeletal meshes. */
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struct native SkelSocketCopyInfo
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{
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var name SocketName;
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var name BoneName;
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var vector RelativeLocation;
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var rotator RelativeRotation;
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var vector RelativeScale;
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};
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/** A buffer for implementing socket copy/paste. */
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var const native array<SkelSocketCopyInfo> SkelSocketPasteBuffer;
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/** Global list of instanced animation compression algorithms. */
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var array<AnimationCompressionAlgorithm> AnimationCompressionAlgorithms;
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/** Array of packages to be fully loaded at Editor startup. */
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var config array<string> PackagesToBeFullyLoadedAtStartup;
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/** class names of Kismet objects to hide in the menus (i.e. because they aren't applicable for this game) */
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var config array<name> HiddenKismetClassNames;
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/** Names of 'approved' ProcBuilding Ruleset collections */
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var config array<string> ApprovedPBRulesetCollections;
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/** Used during asset renaming/duplication to specify class-specific package/group targets. */
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struct native ClassMoveInfo
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{
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/** The type of asset this MoveInfo applies to. */
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var config string ClassName;
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/** The target package info which assets of this type are moved/duplicated. */
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var config string PackageName;
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/** The target group info which assets of this type are moved/duplicated. */
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var config string GroupName;
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/** If TRUE, this info is applied when moving/duplicating assets. */
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var config bool bActive;
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};
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/** Used during asset renaming/duplication to specify class-specific package/group targets. */
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var config array<ClassMoveInfo> ClassRelocationInfo;
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/** Current target for LOD parenting operations (actors will use this as the replacement) */
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var actor CurrentLODParentActor;
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enum EPackageNotifyState
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{
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// The user has been prompted with the balloon taskbar message
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NS_BalloonPrompted,
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// The user responded to the balloon task bar message and got the modal prompt to checkout dialog and responded to it
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NS_DialogPrompted,
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// The package has been marked dirty and is pending a balloon prompt
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NS_PendingPrompt,
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};
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enum EEngineVerWarningState
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{
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// The user needs to be warned about the package
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VWS_PendingWarn,
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// The user has been warned about the package
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VWS_Warned,
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// Warning for the package unnecessary
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VWS_WarningUnnecessary,
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};
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/** If we have packages that are pending and we should notify the user that they need to be checkedout */
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var bool bNeedToPromptForCheckout;
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/** Whether the user needs to be prompted about a package being saved with an engine version newer than the current one or not */
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var bool bNeedWarningForPkgEngineVer;
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/** A mapping of packages to their checkout notify state. This map only contains dirty packages. Once packages become clean again, they are removed from the map.*/
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var native map{UPackage*, byte} PackageToNotifyState;
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/** Map to track which packages have been checked for engine version when modified */
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var native map{FString, byte} PackagesCheckedForEngineVersion;
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/** Array of sorted, localized editor sprite categories */
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var array<string> SortedSpriteCategories;
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/** Mapping of unlocalized sprite category names to their matching indices in the sorted sprite categories array */
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var native map{FName, int} UnlocalizedCategoryToIndexMap;
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