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:
WorldContextObjectThe 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