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// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once

#include "Engine/RuntimeOptionsBase.h"

#include "LyraRuntimeOptions.generated.h"

#define UE_API LYRAGAME_API

class UObject;
struct FFrame;

/**

 * ULyraRuntimeOptions: Supports checking at runtime whether features are enabled/disabled, changing

 * configuration parameters, console cheats, startup commands.

 *

 * Add a new Property that *defaults* (either naturally or in the constructor) to the desired

 * normal state. (e.g. bDisableSomething). If you ever need to suddenly disable that thing in the

 * live game, you'll be able to.

 *

 * For testing you can run with -ro.bDisableSomething=true to override the defaults. This is only

 * available in non-shipping builds.

 *

 * Variables are registered with the console under the 'ro' namespace. E.g. ro.bDisableSomething

 */
UCLASS(MinimalAPI, config = RuntimeOptions, BlueprintType)
class ULyraRuntimeOptions : public URuntimeOptionsBase
{
	GENERATED_BODY()

public:
	static UE_API const ULyraRuntimeOptions& Get();

	UE_API ULyraRuntimeOptions();

	UFUNCTION(BlueprintPure, Category = Options)
	static UE_API ULyraRuntimeOptions* GetRuntimeOptions();
};

#undef UE_API