From 732757e34c3ba6ee6f7c41be303b71b5f3fe3905 Mon Sep 17 00:00:00 2001 From: Colden Cullen Date: Wed, 18 Jun 2025 11:51:02 -0700 Subject: [PATCH] fix: add Category specifiers All properties and functions placed in engine modules are required to specify a Category. By adding these here it lets us import this plugin into the Engine/Plugins directory to share them between game projects. --- .../Public/BUIValidatorSettings.h | 30 +++++++++---------- 1 file changed, 15 insertions(+), 15 deletions(-) diff --git a/Source/BUIValidator/Public/BUIValidatorSettings.h b/Source/BUIValidator/Public/BUIValidatorSettings.h index 55aaf5e..fa08fad 100644 --- a/Source/BUIValidator/Public/BUIValidatorSettings.h +++ b/Source/BUIValidator/Public/BUIValidatorSettings.h @@ -30,7 +30,7 @@ struct FBUIMatchConditions TArray Suffixes; // Match UTexture2D assets under any of these directories - UPROPERTY(EditAnywhere, meta = ( ContentDir, TitleProperty = "Path" )) + UPROPERTY(EditAnywhere, meta = ( ContentDir, TitleProperty = "Path" ), Category = Custom) TArray Paths; }; @@ -50,47 +50,47 @@ struct FBUIValidationRule public: // Textures must be in one of these Texture Groups - UPROPERTY(config, EditAnywhere) + UPROPERTY(config, EditAnywhere, Category = Settings) TArray> TextureGroups = {TextureGroup::TEXTUREGROUP_UI}; // Textures must have one of these Compression Settings - UPROPERTY(config, EditAnywhere) + UPROPERTY(config, EditAnywhere, Category = Settings) TArray> CompressionSettings = {TextureCompressionSettings::TC_Default}; // Textures must have one of these Pixel Formats - UPROPERTY(config, EditAnywhere) + UPROPERTY(config, EditAnywhere, Category = Settings) TArray> PixelFormats = {EPixelFormat::PF_DXT5}; // Textures must have one of these mip gen settings - UPROPERTY(config, EditAnywhere) + UPROPERTY(config, EditAnywhere, Category = Settings) TArray> MipGenSettings = {TextureMipGenSettings::TMGS_FromTextureGroup}; // Textures must have one of these prefixes. Is not applied on import - UPROPERTY(config, EditAnywhere) + UPROPERTY(config, EditAnywhere, Category = Naming) TArray Prefixes = {"T_UI_"}; // Textures must have one of these suffixes. Is not applied on import - UPROPERTY(config, EditAnywhere) + UPROPERTY(config, EditAnywhere, Category = Naming) TArray Suffixes; // Textures must pass these size requirements. Is not applied on import - UPROPERTY(config, EditAnywhere) + UPROPERTY(config, EditAnywhere, Category = Asset) TSet TextureSizeRequirements = {EBUITextureSizeRequirement::MultipleOfFour}; // Textures must be within this path in Unreal. Is not applied on import - UPROPERTY(EditAnywhere, meta = ( ContentDir )) + UPROPERTY(EditAnywhere, Category = Asset, meta = ( ContentDir )) TArray Paths; // Require that the Data Source Folder be set in Editor Preferences, and that assets are imported from there - UPROPERTY(EditAnywhere) + UPROPERTY(EditAnywhere, Category = Asset) bool bRequireDataSourceFolder = true; // Require that the texture - UPROPERTY(EditAnywhere) + UPROPERTY(EditAnywhere, Category = Settings) bool bSpecifySRGB = false; // Require that the texture - UPROPERTY(EditAnywhere, meta=(EditCondition="bSpecifySRGB", EditConditionHides )) + UPROPERTY(EditAnywhere, Category = Settings, meta=(EditCondition="bSpecifySRGB", EditConditionHides )) bool bSRGB = true; }; @@ -100,15 +100,15 @@ struct FBUIValidatorGroup GENERATED_BODY() public: - UPROPERTY(config, EditAnywhere) + UPROPERTY(config, EditAnywhere, Category = "Validation") FString GroupName; // Apply this group's rules to newly-imported assets - UPROPERTY(config, EditAnywhere) + UPROPERTY(config, EditAnywhere, Category = "Validation") bool bApplyOnImport = false; // Apply this group's rules when running BUIValidateAll from the commandlet - UPROPERTY(config, EditAnywhere) + UPROPERTY(config, EditAnywhere, Category = "Validation") bool bRunInCommandlet = true; UPROPERTY(config, EditAnywhere, Category = "Validation", meta = ( ShowOnlyInnerProperties ))