#pragma once #include "CoreMinimal.h" #include "Engine/DeveloperSettings.h" #include "CSUnrealSharpSettings.generated.h" UCLASS(config = UnrealSharp, defaultconfig, meta = (DisplayName = "UnrealSharp Settings")) class UNREALSHARPCORE_API UCSUnrealSharpSettings : public UDeveloperSettings { GENERATED_BODY() public: UCSUnrealSharpSettings(); #if WITH_EDITOR // UObject interface virtual void PreEditChange(FProperty* PropertyAboutToChange) override; virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; // End of UObject interface #endif // Should we exit PIE when an exception is thrown in C#? UPROPERTY(EditDefaultsOnly, config, Category = "UnrealSharp | Debugging") bool bCrashOnException = true; bool HasNamespaceSupport() const; protected: // Should we enable namespace support for generated types? // If false, all types will be generated in the global package and all types need to have unique names. // Currently destructive to the project if changed after BPs of C# types have been created. UPROPERTY(EditDefaultsOnly, config, Category = "UnrealSharp | Namespace", Experimental) bool bEnableNamespaceSupport = false; bool bRecentlyChangedNamespaceSupport = false; bool OldValueOfNamespaceSupport = false; };