// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "GameSettingFilterState.h" #include "GameplayTagContainer.h" #define UE_API GAMESETTINGS_API class ULocalPlayer; ////////////////////////////////////////////////////////////////////// // FWhenPlatformHasTrait // Edit condition for game settings that checks CommonUI's platform traits // to determine whether or not to show a setting class FWhenPlatformHasTrait : public FGameSettingEditCondition { public: static UE_API TSharedRef KillIfMissing(FGameplayTag InVisibilityTag, const FString& InKillReason); static UE_API TSharedRef DisableIfMissing(FGameplayTag InVisibilityTag, const FText& InDisableReason); static UE_API TSharedRef KillIfPresent(FGameplayTag InVisibilityTag, const FString& InKillReason); static UE_API TSharedRef DisableIfPresent(FGameplayTag InVisibilityTag, const FText& InDisableReason); //~FGameSettingEditCondition interface UE_API virtual void GatherEditState(const ULocalPlayer* InLocalPlayer, FGameSettingEditableState& InOutEditState) const override; //~End of FGameSettingEditCondition interface private: FGameplayTag VisibilityTag; bool bTagDesired; FString KillReason; FText DisableReason; }; #undef UE_API