UEditorSettings

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MacOS
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Inheritance Hierarchy

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Settings/EditorSettings.h

Include

#include "Settings/EditorSettings.h"

Syntax

class UEditorSettings : public UObject

Variables

Name Description

Public variable

float

 

AutoScalabilityWorkScaleAmount

Public variable

bool

 

bCopyStarterContentPreference

Public variable

bool

 

bLoadTheMostRecentlyLoadedProjectAtStartup

When checked, the most recently loaded project will be auto-loaded at editor startup if no other project was specified on the command line

Public variable

TArray< FGuid >

 

CompletedSurveys

The id's of the surveys completed

Public variable

TArray< FString...

 

CreatedProjectPaths

The paths of projects created with the new project wizard.

Public variable

Scalability::FQ...

 

EngineBenchmarkResult

Engine scalability benchmark results

Public variable

TArray< FGuid >

 

InProgressSurveys

The id's of the surveys currently in-progress

Public variable

FDirectoryPath

 

LocalDerivedDataCache

Directory to be used for caching derived data locally (native textures, compiled shaders, etc...).

Public variable

TArray< FString...

 

RecentlyOpenedProjectFiles

===================================================================== The following options are NOT exposed in the preferences Editor (usually because there is a different way to set them interactively!) Game project files that were recently opened in the editor

Public variable

FDirectoryPath

 

SharedDerivedDataCache

Path to a network share that can be used for sharing derived data (native textures, compiled shaders, etc...) with a team.

Constructors

Name Description

Public function

UEditorSettings

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AutoApplyScalabilityBenchmark()

Auto detects and applies the scalability benchmark

Public function Const

bool

 

IsScalabilityBenchmarkValid()

Public function

void

 

LoadScalabilityBenchmark()

Load the engine scalability benchmark results. Performs a benchmark if not yet valid.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Deprecated Variables

Name Description

Public variable

bool

 

bEditorAnalyticsEnabled_DEPRECATED

Can the editor report usage analytics (types of assets being spawned, etc...) back to Epic in order for us to improve the editor user experience? Note: The editor must be restarted for changes to take effect.

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