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DS-Asset_Export_to_JSON/AssetExportSettings.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DeveloperSettings.h"
#include "AssetExportSettings.generated.h"
/**
* Settings for Asset Export to JSON feature
* Configure export paths in Project Settings -> Plugins -> Asset Export
*/
UCLASS(config=Editor, defaultconfig, meta=(DisplayName="Asset Export to JSON"))
class WORLDSTALKEREDITOR_API UAssetExportSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
UAssetExportSettings();
/**
* Folder paths to export assets from
* Paths are relative to /Game/ (e.g., "Blueprints/Enemy", "DataTables")
* Add or remove paths using the array controls below
*/
UPROPERTY(config, EditAnywhere, Category = "Export Paths", meta=(
ContentDir,
RelativePath,
LongPackageName
))
TArray<FDirectoryPath> ExportFolderPaths;
/**
* Output directory for exported JSON files
* Default: Content/Exports
*/
UPROPERTY(config, EditAnywhere, Category = "Export Settings", meta=(RelativePath))
FDirectoryPath OutputDirectory;
/**
* Create timestamped subfolder for each export
* Recommended to keep export history
*/
UPROPERTY(config, EditAnywhere, Category = "Export Settings")
bool bCreateTimestampedFolder;
/**
* Export DataTable assets
*/
UPROPERTY(config, EditAnywhere, Category = "Asset Types")
bool bExportDataTables;
/**
* Export Blueprint assets
*/
UPROPERTY(config, EditAnywhere, Category = "Asset Types")
bool bExportBlueprints;
/**
* Export AnimMontage assets
*/
UPROPERTY(config, EditAnywhere, Category = "Asset Types")
bool bExportAnimMontages;
/**
* Export CurveTable assets
*/
UPROPERTY(config, EditAnywhere, Category = "Asset Types")
bool bExportCurveTables;
// UDeveloperSettings interface
virtual FName GetCategoryName() const override;
virtual FText GetSectionText() const override;
#if WITH_EDITOR
virtual FText GetSectionDescription() const override;
#endif
};