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Module |
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Header |
/Engine/Source/Editor/UnrealEd/Classes/Settings/EditorExperimentalSettings.h |
Include |
#include "Settings/EditorExperimentalSettings.h" |
class UEditorExperimentalSettings : public UObject
Implements Editor settings for experimental features.
Name | Description | ||
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bAllowLateJoinInPIE |
Enable late joining in PIE |
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bAllowPotentiallyUnsafePropertyEditing |
Allows editing of potentially unsafe properties during PIE. Advanced use only - use with caution. |
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bAllowVulkanPreview |
Allow Vulkan Preview |
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BaseClassesToAllowRecompilingDuringPlayInEditor |
Any blueprint deriving from one of these base classes will be allowed to recompile during Play-in-Editor |
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bBreakOnExceptions |
Break on Exceptions allows you to trap Access Nones and other exceptional events in Blueprints. |
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bContextMenuChunkAssignments |
Allows ChunkIDs to be assigned to assets to via the content browser context menu. |
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bDisableCookInEditor |
Disable cook in the editor |
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bDrawMidpointArrowsInBlueprints |
Should arrows indicating data/execution flow be drawn halfway along wires? |
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bEnableFavoriteSystem |
When enabled, all details panels will be able to have properties marked as favorite that show in a top most category. |
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bEnableFindAndReplaceReferences |
Enables "Find and Replace All" tool in the MyBlueprint window for variables |
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bEnableLocalizationDashboard |
Allows usage of the Localization Dashboard |
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bEnableLongPathsSupport |
Allows creation of assets with paths longer than 260 characters. |
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bEnableMultithreadedLightmapEncoding |
Enable multithreaded lightmap encoding (decreases time taken to encode lightmaps) |
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bEnableMultithreadedShadowmapEncoding |
Enable multithreaded shadow map encoding (decreases time taken to encode shadow maps) |
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bEnableTranslationPicker |
Allows usage of the Translation Picker |
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bEQSEditor |
Enables Environment Queries editor |
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bExampleLayersAndBlends |
When creating new Material Layers and Material Layer Blends, set up example graphs. |
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bFacialAnimationImporter |
Enable experimental bulk facial animation importer (found in Developer Tools menu, requires editor restart) |
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bHDREditor |
Allows the editor to run on HDR monitors on Windows 10 |
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bMobilePIEPreviewDeviceLaunch |
Enable experimental PIE preview device launch |
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bProceduralFoliage |
Allows usage of the procedural foliage system |
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bSharedCookedBuilds |
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bTextAssetFormatSupport |
Enables in-editor support for text asset formats |
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bToolbarCustomization |
Allows for customization of toolbars and menus throughout the editor |
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bUseOpenCLForConvexHullDecomp |
Whether to use OpenCL to accelerate convex hull decomposition (uses GPU to decrease time taken to decompose meshes, currently only available on Mac OS X) |
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TEnumAsByte< EC... |
ConsoleForGamepadLabels |
Specify which console-specific nomenclature to use for gamepad label text |
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float |
HDREditorNITLevel |
The brightness of the slate UI on HDR monitors |
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MultiProcessCooking |
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ResolvedBaseClassesToAllowRecompilingDuringPlayInEditor |
Name | Description | |
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UEditorExperimentalSettings ( |
Name | Description | ||
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IsClassAllowedToRecompileDuringPIE ( |
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FSettingChan... |
OnSettingChanged() |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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Description |
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FSettingChangedEvent |
Returns an event delegate that is executed when a setting has changed. |