Refactor settings types to use scripting API
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@@ -12,6 +12,7 @@ bool DeployDataStep::Perform(CookingData& data)
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{
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data.StepProgress(TEXT("Deploying engine data"), 0);
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const String depsRoot = data.GetPlatformBinariesRoot();
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const auto gameSettings = GameSettings::Get();
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// Setup output folders and copy required data
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const auto contentDir = data.OutputPath / TEXT("Content");
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@@ -74,7 +75,7 @@ bool DeployDataStep::Perform(CookingData& data)
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data.AddRootEngineAsset(TEXT("Shaders/VolumetricFog"));
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data.AddRootEngineAsset(TEXT("Engine/DefaultMaterial"));
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data.AddRootEngineAsset(TEXT("Engine/DefaultTerrainMaterial"));
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if (!GameSettings::NoSplashScreen && !GameSettings::SplashScreen.IsValid())
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if (!gameSettings->NoSplashScreen && !gameSettings->SplashScreen.IsValid())
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data.AddRootEngineAsset(TEXT("Engine/Textures/Logo"));
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data.AddRootEngineAsset(TEXT("Engine/Textures/NormalTexture"));
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data.AddRootEngineAsset(TEXT("Engine/Textures/BlackTexture"));
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@@ -98,7 +99,7 @@ bool DeployDataStep::Perform(CookingData& data)
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// Register game assets
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data.StepProgress(TEXT("Deploying game data"), 50);
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auto& buildSettings = *BuildSettings::Instance();
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auto& buildSettings = *BuildSettings::Get();
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for (auto& e : buildSettings.AdditionalAssets)
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data.AddRootAsset(e.GetID());
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Array<String> files;
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