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| #include "GameSetting.h"
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| #include "Framework/Text/ITextDecorator.h"
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| #include "Framework/Text/RichTextMarkupProcessing.h"
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| #include "Engine/LocalPlayer.h"
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| #include "HAL/IConsoleManager.h"
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| #include UE_INLINE_GENERATED_CPP_BY_NAME(GameSetting)
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| #define LOCTEXT_NAMESPACE "GameSetting"
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| #define UE_CAN_SHOW_SETTINGS_DEBUG_INFO (!UE_BUILD_SHIPPING)
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| namespace GameSettingsConsoleVars
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| {
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| #if UE_CAN_SHOW_SETTINGS_DEBUG_INFO
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| int32 ShowDebugInfoMode = -1;
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| static FAutoConsoleVariableRef CVarGameSettingsShowDebugInfo(
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| TEXT("GameSettings.ShowDebugInfo"),
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| ShowDebugInfoMode,
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| TEXT("Should we show the developer name and class as part of dynamic details?\n")
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| TEXT(" -1: Default (enabled in editor, disabled in -game or cooked builds)\n")
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| TEXT(" 0: Never show it\n")
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| TEXT(" 1: Always show it\n")
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| TEXT("\n")
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| TEXT(" Note: Shipping builds always disable this"),
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| ECVF_Default);
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| #endif
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| }
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| void UGameSetting::Initialize(ULocalPlayer* InLocalPlayer)
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| {
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| if (LocalPlayer == InLocalPlayer)
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| {
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| return;
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| }
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| LocalPlayer = InLocalPlayer;
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| #if !UE_BUILD_SHIPPING
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| ensureAlwaysMsgf(DevName != NAME_None, TEXT("You must provide a DevName for the setting."));
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| ensureAlwaysMsgf(!DisplayName.IsEmpty(), TEXT("You must provide a DisplayName for settings."));
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| #endif
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| for (const TSharedRef<FGameSettingEditCondition>& EditCondition : EditConditions)
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| {
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| EditCondition->Initialize(LocalPlayer);
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| }
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| for (UGameSetting* Setting : GetChildSettings())
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| {
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| Setting->Initialize(LocalPlayer);
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| }
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| Startup();
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| }
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| void UGameSetting::Startup()
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| {
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| StartupComplete();
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| }
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| void UGameSetting::StartupComplete()
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| {
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| ensureMsgf(!bReady, TEXT("StartupComplete called twice."));
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| if (!bReady)
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| {
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| bReady = true;
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| OnInitialized();
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| }
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| }
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| void UGameSetting::Apply()
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| {
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| OnApply();
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| for (const TSharedRef<FGameSettingEditCondition>& EditCondition : EditConditions)
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| {
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| EditCondition->SettingApplied(LocalPlayer, this);
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| }
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| OnSettingAppliedEvent.Broadcast(this);
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| }
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| void UGameSetting::OnInitialized()
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| {
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| ensureMsgf(bReady, TEXT("OnInitialized called directly instead of via StartupComplete."));
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| EditableStateCache = ComputeEditableState();
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| }
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| void UGameSetting::OnApply()
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| {
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| }
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| UWorld* UGameSetting::GetWorld() const
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| {
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| return LocalPlayer ? LocalPlayer->GetWorld() : nullptr;
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| }
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| void UGameSetting::SetSettingParent(UGameSetting* InSettingParent)
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| {
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| SettingParent = InSettingParent;
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| }
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| FGameSettingEditableState UGameSetting::ComputeEditableState() const
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| {
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| FGameSettingEditableState EditState;
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| OnGatherEditState(EditState);
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| for (const TSharedRef<FGameSettingEditCondition>& EditCondition : EditConditions)
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| {
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| EditCondition->GatherEditState(LocalPlayer, EditState);
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| }
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| return EditState;
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| }
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| void UGameSetting::OnGatherEditState(FGameSettingEditableState& InOutEditState) const
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| {
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| }
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| const FString& UGameSetting::GetDescriptionPlainText() const
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| {
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| RefreshPlainText();
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| return AutoGenerated_DescriptionPlainText;
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| }
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| void UGameSetting::RefreshPlainText() const
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| {
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| if (bRefreshPlainSearchableText)
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| {
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| TArray<FTextLineParseResults> ActualResultsArray;
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| FString ActualOutput;
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| FDefaultRichTextMarkupParser::GetStaticInstance()->Process(ActualResultsArray, DescriptionRichText.ToString(), ActualOutput);
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| AutoGenerated_DescriptionPlainText.Reset();
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| for (const FTextLineParseResults& Line : ActualResultsArray)
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| {
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| for (const FTextRunParseResults& Run : Line.Runs)
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| {
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| if (Run.Name.IsEmpty())
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| {
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| AutoGenerated_DescriptionPlainText.Append(ActualOutput.Mid(Run.OriginalRange.BeginIndex, Run.OriginalRange.Len()));
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| }
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| else if (!Run.ContentRange.IsEmpty())
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| {
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| AutoGenerated_DescriptionPlainText.Append(ActualOutput.Mid(Run.ContentRange.BeginIndex, Run.ContentRange.Len()));
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| }
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| }
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| }
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| bRefreshPlainSearchableText = false;
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| }
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| }
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| void UGameSetting::NotifySettingChanged(EGameSettingChangeReason Reason)
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| {
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| OnSettingChanged(Reason);
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| for (const TSharedRef<FGameSettingEditCondition>& EditCondition : EditConditions)
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| {
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| EditCondition->SettingChanged(LocalPlayer, this, Reason);
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| }
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| if (!bOnSettingChangedEventGuard)
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| {
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| TGuardValue<bool> Guard(bOnSettingChangedEventGuard, true);
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| OnSettingChangedEvent.Broadcast(this, Reason);
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| }
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| }
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| void UGameSetting::OnSettingChanged(EGameSettingChangeReason Reason)
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| {
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| }
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| void UGameSetting::AddEditCondition(const TSharedRef<FGameSettingEditCondition>& InEditCondition)
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| {
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| EditConditions.Add(InEditCondition);
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| InEditCondition->OnEditConditionChangedEvent.AddUObject(this, &ThisClass::RefreshEditableState);
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| }
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| void UGameSetting::AddEditDependency(UGameSetting* DependencySetting)
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| {
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| if (ensure(DependencySetting))
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| {
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| DependencySetting->OnSettingChangedEvent.AddUObject(this, &ThisClass::HandleEditDependencyChanged);
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| DependencySetting->OnSettingEditConditionChangedEvent.AddUObject(this, &ThisClass::HandleEditDependencyChanged);
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| }
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| }
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| void UGameSetting::RefreshEditableState(bool bNotifyEditConditionsChanged)
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| {
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| if (!LocalPlayer)
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| {
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| return;
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| }
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| if (!bOnEditConditionsChangedEventGuard)
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| {
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| TGuardValue<bool> Guard(bOnEditConditionsChangedEventGuard, true);
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| EditableStateCache = ComputeEditableState();
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| if (bNotifyEditConditionsChanged)
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| {
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| NotifyEditConditionsChanged();
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| }
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| }
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| }
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| void UGameSetting::NotifyEditConditionsChanged()
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| {
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| OnEditConditionsChanged();
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| OnSettingEditConditionChangedEvent.Broadcast(this);
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| }
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| void UGameSetting::OnEditConditionsChanged()
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| {
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| }
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| void UGameSetting::HandleEditDependencyChanged(UGameSetting* DependencySetting)
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| {
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| OnDependencyChanged();
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| RefreshEditableState();
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| }
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| void UGameSetting::HandleEditDependencyChanged(UGameSetting* DependencySetting, EGameSettingChangeReason Reason)
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| {
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| OnDependencyChanged();
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| RefreshEditableState();
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| if (Reason != EGameSettingChangeReason::DependencyChanged)
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| {
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| NotifySettingChanged(EGameSettingChangeReason::DependencyChanged);
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| }
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| }
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| void UGameSetting::OnDependencyChanged()
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| {
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|
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| }
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| FText UGameSetting::GetDynamicDetails() const
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| {
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| if (!LocalPlayer)
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| {
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| return FText::GetEmpty();
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| }
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| FText DynamicDetailsText = DynamicDetails.IsBound() ? DynamicDetails.Execute(*LocalPlayer) : FText::GetEmpty();
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| #if UE_CAN_SHOW_SETTINGS_DEBUG_INFO
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| if ((GameSettingsConsoleVars::ShowDebugInfoMode == 1) || ((GameSettingsConsoleVars::ShowDebugInfoMode == -1) && GIsEditor))
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| {
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| const FString DevSettingDetails = FString::Printf(TEXT("%s<debug>DevName: %s</>\n<debug>Class: %s</>"),
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| DynamicDetailsText.IsEmpty() ? TEXT("") : TEXT("\n"),
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| *DevName.ToString(),
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| *GetClass()->GetName());
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| DynamicDetailsText = FText::Format(LOCTEXT("DevDynamicDetailsFormat", "{0}{1}"),
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| DynamicDetailsText,
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| FText::FromString(DevSettingDetails));
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| }
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| #endif
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| return DynamicDetailsText;
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| }
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| FText UGameSetting::GetDynamicDetailsInternal() const
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| {
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| return FText::GetEmpty();
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| }
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| UGameSetting::FStringCultureCache::FStringCultureCache(TFunction<FString()> InStringGetter)
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| : Culture(FInternationalization::Get().GetCurrentCulture())
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| , StringGetter(InStringGetter)
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| {
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| StringCache = StringGetter();
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| }
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| void UGameSetting::FStringCultureCache::Invalidate()
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| {
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| StringCache = StringGetter();
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| Culture = FInternationalization::Get().GetCurrentCulture();
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| }
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| FString UGameSetting::FStringCultureCache::Get() const
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| {
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| if (Culture == FInternationalization::Get().GetCurrentCulture())
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| {
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| return StringCache;
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| }
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| StringCache = StringGetter();
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| Culture = FInternationalization::Get().GetCurrentCulture();
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|
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| return StringCache;
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| }
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|
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| #undef LOCTEXT_NAMESPACE
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