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Class USFSettingDefinition

ClassList > USFSettingDefinition

Abstract base class for all setting definitions. More...

  • #include "Definitions/SFSettingDefinition.h"

Inherits the following classes: UDataAsset

Inherited by the following classes: USFSettingDefinition_Bool, USFSettingDefinition_Discrete, USFSettingDefinition_Key, USFSettingDefinition_Scalar

Public Attributes

Type Name
FText Description
FText DisplayName
TArray< TObjectPtr< class USFSettingCondition > > EditabilityConditions
FGameplayTag SettingTag
TArray< TObjectPtr< class USFSettingCondition > > VisibilityConditions
bool bRevertToDefaultOnDisable = false

Public Functions

Type Name
virtual class USFSettingValue * GetDefaultValue (const UObject * WorldContextObject) const
virtual TSubclassOf< USFSettingValue > GetValueClass () const

Protected Attributes

Type Name
TObjectPtr< class USFSettingValue > DefaultValue

Detailed Description

Abstract base class for all setting definitions. Has the basic metadata such as setting Gameplay Tag, display name, description, conditions, etc.

Note:

Abstract BlueprintType

Public Attributes Documentation

variable Description

FText USFSettingDefinition::Description;

The setting's player-facing description, displayed on UI.

Note:

EditDefaultsOnly BlueprintReadOnly


variable DisplayName

FText USFSettingDefinition::DisplayName;

The setting's player-facing name, displayed on UI.

Note:

EditDefaultsOnly BlueprintReadOnly


variable EditabilityConditions

TArray<TObjectPtr<class USFSettingCondition> > USFSettingDefinition::EditabilityConditions;

The collection of condition evaluators that determine whether this setting is editable/active. If any condition in the array is not met, the setting will be disabled but still visible. The check is triggered on any setting value change.

Note:

EditDefaultsOnly BlueprintReadOnly


variable SettingTag

FGameplayTag USFSettingDefinition::SettingTag;

The setting's unique identifier. Used for listening to value changes from this setting.

Note:

EditDefaultsOnly BlueprintReadOnly


variable VisibilityConditions

TArray<TObjectPtr<class USFSettingCondition> > USFSettingDefinition::VisibilityConditions;

The collection of condition evaluators that determine whether this setting is visible. If any condition in the array is not met, the setting will be hidden. The check is triggered on any setting value change.

Note:

EditDefaultsOnly BlueprintReadOnly


variable bRevertToDefaultOnDisable

bool USFSettingDefinition::bRevertToDefaultOnDisable;

Should this setting be reverted to its default value if its VisibilityConditions or EditabilityConditions are not met.

Note:

EditDefaultsOnly BlueprintReadOnly


Public Functions Documentation

function GetDefaultValue

inline virtual class USFSettingValue * USFSettingDefinition::GetDefaultValue (
    const UObject * WorldContextObject
) const

Get the default value for this setting.

Parameters:

  • WorldContextObject The world context object from which to get the world object.

Returns:

The default value for this setting.


function GetValueClass

inline virtual TSubclassOf< USFSettingValue > USFSettingDefinition::GetValueClass () const

Get the USFSettingValue-derived class of the value this setting uses.

Returns:

The USFSettingValue-derived class of the value this setting uses.


Protected Attributes Documentation

variable DefaultValue

TObjectPtr<class USFSettingValue> USFSettingDefinition::DefaultValue;

The static default value for this setting. This is returned by GetDefaultValue() if it is not overridden by the subclass.

Note:

EditDefaultsOnly BlueprintReadOnly



The documentation for this class was generated from the following file Source/SettingsFramework/Public/Definitions/SFSettingDefinition.h