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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/Settings
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEditorStyleSettings
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Classes/Settings/EditorStyleSettings.h |
Include | #include "Settings/EditorStyleSettings.h" |
Syntax
UCLASS (Config=EditorPerProjectUserSettings, MinimalAPI)
class UEditorStyleSettings : public UObject
Remarks
Implements the Editor style settings.
Variables
Type | Name | Description | |
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FLinearColor[6] | AdditionalSelectionColors | Additional colors used for selections with extra meaning |
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float | ApplicationScale | Scales the entire editor interface up or down. |
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EAssetEditorOpenLocation | AssetEditorOpenLocation | New asset editor tabs will open at the specified location. |
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bool | bColorVisionDeficiencyCorrection | Shifts the color spectrum to the visible range based on the current ColorVisionDeficiencyPreviewType |
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bool | bColorVisionDeficiencyCorrectionPreviewWithDeficiency | If you're correcting the color deficiency, you can use this to visualize what the correction looks like with the deficiency. |
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uint32: 1 | bEnableColorizedEditorTabs | Should editor tabs be colorized according to the asset type |
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bool | bEnableEditorWindowBackgroundColor | |
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bool | bEnableHighDPIAwareness | Enables high dpi support in the editor which will adjust the scale of elements in the UI to account for high DPI monitors The editor must be restarted for changes to take effect. |
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bool | bEnableUserEditorLayoutManagement | Whether to enable the Editor UI Layout configuration tools for the user. |
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uint32: 1 | bExpandConfigurationMenus | When enabled, the Editor Preferences and Project Settings menu items in the main menu will be expanded with sub-menus for each settings section. |
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uint32: 1 | bShowAllAdvancedDetails | When enabled, the Advanced Details will always auto expand. |
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uint32: 1 | bShowFriendlyNames | When enabled, the C++ names for properties and functions will be displayed in a format that is easier to read |
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uint32: 1 | bShowHiddenPropertiesWhilePlaying | When Playing or Simulating, shows all properties (even non-visible and non-editable properties), if the object belongs to a simulating world. |
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uint32: 1 | bShowLaunchMenus | When enabled, the Launch menu items will be shown. |
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uint32: 1 | bShowNativeComponentNames | When enabled, the underlying Names for Components inherited from C++ will be shown alongside their UProperty Variable name |
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uint32: 1 | bShowProjectMenus | When enabled, the project subsection of the File menu will be shown. |
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uint32: 1 | bUseGrid | If true the material editor and blueprint editor will show a grid on it's background. |
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uint32: 1 | bUseSmallToolBarIcons | Whether to use small toolbar icons without labels or not. |
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FLinearColor | CenterColor | The color used to represent the center lines in the grid |
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EColorVisionDeficiency | ColorVisionDeficiencyPreviewType | Applies a color vision deficiency filter to the entire editor |
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int32 | ColorVisionDeficiencySeverity | |
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FGuid | CurrentAppliedTheme | |
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FLinearColor | EditorWindowBackgroundColor | The color used to tint the editor window backgrounds |
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FSlateBrush | GraphBackgroundBrush | Optional brush used for graph backgrounds |
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uint32 | GridSnapSize | The custom grid snap size to use |
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uint32 | MenuSearchFieldVisibilityThreshold | Menus longer than this threshold show their search field by default. |
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FLinearColor | RegularColor | The color used to represent regular grid lines |
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FLinearColor | RuleColor | The color used to represent ruler lines in the grid |
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FLinearColor | SelectionColor | The color used to represent selection |
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FLinearColor | ViewportToolOverlayColor | The color used for overlay tools inside of the viewport, like the measure tool |
Constructors
Type | Name | Description | |
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UEditorStyleSettings
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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FLinearColor | ||
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void | Init () |
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bool | OnExportBegin
(
const FString& ExportToPath |
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bool | OnImportBegin
(
const FString& ImportFromPath |
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FSettingChangedEvent & |
Overridden from UObject
Type | Name | Description | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
Classes
Type | Name | Description | |
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FSettingChangedEvent | Returns an event delegate that is executed when a setting has changed. |