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| #pragma once
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| #include "GameSetting.h"
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| #include "Templates/Casts.h"
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| #include "GameSettingRegistry.generated.h"
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| #define UE_API GAMESETTINGS_API
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| struct FGameplayTag;
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| class ULocalPlayer;
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| struct FGameSettingFilterState;
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| enum class EGameSettingChangeReason : uint8;
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| UCLASS(MinimalAPI, Abstract, BlueprintType)
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| class UGameSettingRegistry : public UObject
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| {
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| GENERATED_BODY()
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| public:
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| DECLARE_EVENT_TwoParams(UGameSettingRegistry, FOnSettingChanged, UGameSetting*, EGameSettingChangeReason);
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| DECLARE_EVENT_OneParam(UGameSettingRegistry, FOnSettingEditConditionChanged, UGameSetting*);
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| FOnSettingChanged OnSettingChangedEvent;
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| FOnSettingEditConditionChanged OnSettingEditConditionChangedEvent;
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| DECLARE_EVENT_TwoParams(UGameSettingRegistry, FOnSettingNamedActionEvent, UGameSetting* , FGameplayTag );
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| FOnSettingNamedActionEvent OnSettingNamedActionEvent;
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| DECLARE_EVENT_OneParam(UGameSettingRegistry, FOnExecuteNavigation, UGameSetting* );
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| FOnExecuteNavigation OnExecuteNavigationEvent;
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| public:
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| UE_API UGameSettingRegistry();
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| UE_API void Initialize(ULocalPlayer* InLocalPlayer);
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| UE_API virtual void Regenerate();
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| UE_API virtual bool IsFinishedInitializing() const;
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| UE_API virtual void SaveChanges();
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| UE_API void GetSettingsForFilter(const FGameSettingFilterState& FilterState, TArray<UGameSetting*>& InOutSettings);
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| UE_API UGameSetting* FindSettingByDevName(const FName& SettingDevName);
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| template<typename T = UGameSetting>
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| T* FindSettingByDevNameChecked(const FName& SettingDevName)
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| {
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| T* Setting = Cast<T>(FindSettingByDevName(SettingDevName));
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| check(Setting);
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| return Setting;
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| }
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| protected:
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| UE_API virtual void OnInitialize(ULocalPlayer* InLocalPlayer) PURE_VIRTUAL(, )
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| virtual void OnSettingApplied(UGameSetting* Setting) { }
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| UE_API void RegisterSetting(UGameSetting* InSetting);
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| UE_API void RegisterInnerSettings(UGameSetting* InSetting);
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| UE_API void HandleSettingChanged(UGameSetting* Setting, EGameSettingChangeReason Reason);
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| UE_API void HandleSettingApplied(UGameSetting* Setting);
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| UE_API void HandleSettingEditConditionsChanged(UGameSetting* Setting);
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| UE_API void HandleSettingNamedAction(UGameSetting* Setting, FGameplayTag GameSettings_Action_Tag);
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| UE_API void HandleSettingNavigation(UGameSetting* Setting);
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| UPROPERTY(Transient)
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| TArray<TObjectPtr<UGameSetting>> TopLevelSettings;
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| UPROPERTY(Transient)
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| TArray<TObjectPtr<UGameSetting>> RegisteredSettings;
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| UPROPERTY(Transient)
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| TObjectPtr<ULocalPlayer> OwningLocalPlayer;
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| };
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| #undef UE_API
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