| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/UnrealEd/Public/Settings/EditorSettings.h |
Include |
#include "Settings/EditorSettings.h" |
class UEditorSettings : public UObject
Name | Description | ||
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float |
AutoScalabilityWorkScaleAmount |
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bCopyStarterContentPreference |
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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 |
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CompletedSurveys |
The id's of the surveys completed |
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CreatedProjectPaths |
The paths of projects created with the new project wizard. |
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EngineBenchmarkResult |
Engine scalability benchmark results |
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InProgressSurveys |
The id's of the surveys currently in-progress |
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LocalDerivedDataCache |
Directory to be used for caching derived data locally (native textures, compiled shaders, etc...). |
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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 |
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SharedDerivedDataCache |
Path to a network share that can be used for sharing derived data (native textures, compiled shaders, etc...) with a team. |
Name | Description | |
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UEditorSettings ( |
Name | Description | ||
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AutoApplyScalabilityBenchmark() |
Auto detects and applies the scalability benchmark |
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IsScalabilityBenchmarkValid() |
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LoadScalabilityBenchmark() |
Load the engine scalability benchmark results. Performs a benchmark if not yet valid. |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
Name | Description | ||
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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. |