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30 changes: 15 additions & 15 deletions Source/BUIValidator/Public/BUIValidatorSettings.h
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,7 @@ struct FBUIMatchConditions
TArray<FString> Suffixes;

// Match UTexture2D assets under any of these directories
UPROPERTY(EditAnywhere, meta = ( ContentDir, TitleProperty = "Path" ))
UPROPERTY(EditAnywhere, meta = ( ContentDir, TitleProperty = "Path" ), Category = Custom)
TArray<FDirectoryPath> Paths;
};

Expand All @@ -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<TEnumAsByte<TextureGroup>> TextureGroups = {TextureGroup::TEXTUREGROUP_UI};

// Textures must have one of these Compression Settings
UPROPERTY(config, EditAnywhere)
UPROPERTY(config, EditAnywhere, Category = Settings)
TArray<TEnumAsByte<TextureCompressionSettings>> CompressionSettings = {TextureCompressionSettings::TC_Default};

// Textures must have one of these Pixel Formats
UPROPERTY(config, EditAnywhere)
UPROPERTY(config, EditAnywhere, Category = Settings)
TArray<TEnumAsByte<EPixelFormat>> PixelFormats = {EPixelFormat::PF_DXT5};

// Textures must have one of these mip gen settings
UPROPERTY(config, EditAnywhere)
UPROPERTY(config, EditAnywhere, Category = Settings)
TArray<TEnumAsByte<TextureMipGenSettings>> 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<FString> Prefixes = {"T_UI_"};

// Textures must have one of these suffixes. Is not applied on import
UPROPERTY(config, EditAnywhere)
UPROPERTY(config, EditAnywhere, Category = Naming)
TArray<FString> Suffixes;

// Textures must pass these size requirements. Is not applied on import
UPROPERTY(config, EditAnywhere)
UPROPERTY(config, EditAnywhere, Category = Asset)
TSet<EBUITextureSizeRequirement> 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<FDirectoryPath> 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;
};

Expand All @@ -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 ))
Expand Down