ULevelEditorPlaySettings

Implements the Editor's play settings.

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

ULevelEditorPlaySettings

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Classes/Settings/LevelEditorPlaySettings.h

Include

#include "Settings/LevelEditorPlaySettings.h"

Syntax

class ULevelEditorPlaySettings : public UObject

Remarks

Implements the Editor's play settings.

Variables

Name Description

Public variable

FString

 

AdditionalLaunchParameters

Extra parameters to be include as part of the command line for the standalone game.

Public variable

FString

 

AdditionalLaunchParametersForMobile

Extra parameters to be included as part of the command line for a mobile-on-PC standalone game.

Public variable

FString

 

AdditionalServerLaunchParameters

Additional options that will be passed to the server as arguments, for example -debug.

Public variable

bool

 

AutoRecompileBlueprints

Whether to automatically recompile blueprints on PIE

Public variable

bool

 

bAutoCompileBlueprintsOnLaunch

Whether to automatically recompile dirty Blueprints before launching

Public variable

bool

 

bLaunchSeparateServer

This is a rarely used option that will launch a separate server (possibly hidden in-process depending on RunUnderOneProcess) even if the net mode does not require a server (such as Standalone).

Public variable

uint32: 1

 

bOnlyLoadVisibleLevelsInPIE

True if Play In Editor should only load currently-visible levels in PIE.

Public variable

uint32: 1

 

bPreferToStreamLevelsInPIE

Public variable

TEnumAsByte< EP...

 

BuildGameBeforeLaunch

Whether to build the game before launching on device.

Public variable

uint32: 1

 

CenterNewWindow

Whether the new window should be centered on the screen.

Public variable

TArray< FVector...

 

CustomUnsafeZoneDimensions

Public variable

TArray< FVector...

 

CustomUnsafeZoneStarts

Public variable

FString

 

DeviceToEmulate

Public variable

uint32: 1

 

DisableStandaloneSound

Whether sound should be disabled when playing standalone games.

Public variable

bool

 

EnableGameSound

Whether to play sounds during PIE

Public variable

bool

 

EnablePIEEnterAndExitSounds

Whether to play a sound when entering and exiting PIE

Public variable

bool

 

GameGetsMouseControl

Should Play-in-Editor automatically give mouse control to the game on PIE start (default = false).

Public variable

TArray< FPlaySc...

 

LaptopScreenResolutions

Collection of common screen resolutions on mobile phones.

Public variable

FString

 

LastExecutedLaunchDevice

The name of the last platform that the user ran a play session on.

Public variable

TEnumAsByte< EL...

 

LastExecutedLaunchModeType

The last type of play-on session the user ran.

Public variable

FString

 

LastExecutedLaunchName

The name of the last device that the user ran a play session on.

Public variable

FString

 

LastExecutedPIEPreviewDevice

The name of the last device that the user ran a play session on.

Public variable

TEnumAsByte< EP...

 

LastExecutedPlayModeLocation

The last type of play location the user ran.

Public variable

TEnumAsByte< EP...

 

LastExecutedPlayModeType

The last type of play session the user ran.

Public variable

TEnumAsByte< EP...

 

LaunchConfiguration

Which build configuration to use when launching on device.

Public variable

TArray< FPlaySc...

 

MonitorScreenResolutions

Collection of common screen resolutions on desktop monitors.

Public variable

TEnumAsByte< EL...

 

MouseControlLabelPosition

Location on screen to anchor the mouse control label when in PIE mode.

Public variable

int32

 

MultipleInstanceLastHeight

The last used height for multiple instance windows (in pixels).

Public variable

int32

 

MultipleInstanceLastWidth

The last used width for multiple instance windows (in pixels).

Public variable

TArray< FIntPoi...

 

MultipleInstancePositions

The last known screen positions of multiple instance windows (in pixels).

Public variable

FLevelEditorPla...

 

NetworkEmulationSettings

Customizable settings allowing to emulate latency and packetloss for game network transmissions

Public variable

int32

 

NewWindowHeight

The height of the new view port window in pixels (0 = use the desktop's screen resolution).

Public variable

FIntPoint

 

NewWindowPosition

The position of the new view port window on the screen in pixels.

Public variable

int32

 

NewWindowWidth

The width of the new view port window in pixels (0 = use the desktop's screen resolution).

Public variable

TArray< FPlaySc...

 

PhoneScreenResolutions

Collection of common screen resolutions on mobile phones.

Public variable

uint32: 1

 

PIEAlwaysOnTop

Whether to always have the PIE window on top of the parent windows.

Public variable

FMargin

 

PIESafeZoneOverride

Public variable

FString

 

PlayFromHerePlayerStartClassName

The PlayerStart class used when spawning the player at the current camera location.

Public variable

int32

 

PlayInEditorSoundQualityLevel

Which quality level to use when playing in editor

Public variable

bool

 

ShouldMinimizeEditorOnVRPIE

Should we minimize the editor when VR PIE is clicked (default = true)

Public variable

bool

 

ShowMouseControlLabel

Whether to show a label for mouse control gestures in the PIE view.

Public variable

TArray< FPlaySc...

 

TabletScreenResolutions

Collection of common screen resolutions on tablet devices.

Public variable

TArray< FPlaySc...

 

TelevisionScreenResolutions

Collection of common screen resolutions on television screens.

Public variable

bool

 

UseMouseForTouch

While using the game viewport, it sends mouse movement and clicks as touch events, instead of as mouse events.

Public variable

bool

 

ViewportGetsHMDControl

Should Play-in-Viewport respect HMD orientations (default = false)

Constructors

Name Description

Public function

ULevelEditorPlaySettings

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

FMargin

 

CalculateCustomUnsafeZones

(
    TArray< FVector2D >& CustomSafeZon...,
    TArray< FVector2D >& CustomSafeZon...,
    FString& DeviceType,
    FVector2D PreviewSize
)

Public function

FMargin

 

FlipCustomUnsafeZones

(
    TArray< FVector2D >& CustomSafeZon...,
    TArray< FVector2D >& CustomSafeZon...,
    FString& DeviceType,
    FVector2D PreviewSize
)

Public function Const

bool

 

GetAdditionalServerGameOptions

(
    FString& OutAdditionalServerGameOp...
)

Public function Const

bool

 

GetClientWindowSize

(
    FIntPoint& OutClientWindowSize
)

Public function Const

EVisibility

 

GetClientWindowSizeVisibility()

Public function Const

EBuildConfig...

 

GetLaunchBuildConfiguration()

Public function Const

EVisibility

 

GetNetworkEmulationVisibility()

Public function Const

bool

 

GetPlayNetMode

(
    EPlayNetMode& OutPlayNetMode
)

Public function Const

EVisibility

 

GetPlayNetModeVisibility()

Public function Const

bool

 

GetPlayNumberOfClients

(
    int32& OutPlayNumberOfClients
)

Public function Const

bool

 

GetRouteGamepadToSecondWindow

(
    bool& OutRouteGamepadToSecondWindo...
)

Public function Const

EVisibility

 

GetRouteGamepadToSecondWindowVisibility()

Public function Const

bool

 

GetRunUnderOneProcess

(
    bool& OutRunUnderOneProcess
)

Public function Const

bool

 

GetServerMapNameOverride

(
    FString& OutStandaloneServerMapNam...
)

Public function Const

EVisibility

 

GetServerMapNameOverrideVisibility()

Public function Const

bool

 

GetServerPort

(
    uint16& OutServerPort
)

Public function Const

bool

 

IsAdditionalServerGameOptionsActive()

Public function Const

bool

 

IsClientWindowSizeActive()

Public function Const

bool

 

IsCreateAudioDeviceForEveryPlayer()

Public function Const

bool

 

IsNetworkEmulationEnabled()

Should network emulation settings be applied or not

Public function Const

bool

 

IsPlayNetModeActive()

Public function Const

bool

 

IsPlayNumberOfClientsActive()

Public function Const

bool

 

IsRouteGamepadToSecondWindowActive()

Public function Const

bool

 

IsRunUnderOneProcessActive()

Public function Const

bool

 

IsServerMapNameOverrideActive()

Public function Const

bool

 

IsServerPortActive()

Public function

void

 

RescaleForMobilePreview

(
    const UDeviceProfile* DevicePr...,
    int32& PreviewWidth,
    int32& PreviewHeight,
    float& ScaleFactor
)

Public function

void

 

SetClientWindowSize

(
    const FIntPoint InClientWindowSize
)

Public function

void

 

SetPlayNetMode

(
    const EPlayNetMode InPlayNetMode
)

Accessors for fetching the values of multiplayer options, and returning whether the option is valid at this time.

Public function

void

 

SetPlayNumberOfClients

(
    const int32 InPlayNumberOfClients
)

Public function

void

 

SetRunUnderOneProcess

(
    const bool InRunUnderOneProcess
)

Public function

void

 

SetServerPort

(
    const uint16 InServerPort
)

Public function

void

 

UpdateCustomSafeZones()

Recalculates and broadcasts safe zone size changes based on device to emulate and r.DebugSafeZone.TitleRatio values.

Overridden from UObject

Name Description

Public function Virtual Const

bool

 

CanEditChange

(
    const FProperty* InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Deprecated Variables

Name Description

Public variable

TWeakPtr< SWind...

 

CustomPIEWindow

This variable is no longer read. Specify the Custom Window in the FRequestPlaySessionParams instead during PIE request.

Deprecated Functions

Name Description

Public function Const

bool

 

GetAdditionalLaunchOptions

(
    FString& OutAdditionalLaunchOption...
)

Read AdditionalServerLaunchParmeters directly instead.

Public function Const

EVisibility

 

GetAdditionalLaunchOptionsVisibility()

Read AdditionalServerLaunchParmeters for a non-zero length instead.

Public function Const

bool

 

GetAutoConnectToServer

(
    bool& OutAutoConnectToServer
)

This feature has been removed. Set PlayNetMode == EPlayNetMode::PIE_Standalone instead.

Public function Const

EVisibility

 

GetAutoConnectToServerVisibility()

This feature has been removed. Set PlayNetMode == EPlayNetMode::PIE_Standalone instead.

Public function Const

bool

 

GetPlayNetDedicated

(
    bool& OutPlayNetDedicated
)

Read bLaunchSeparateServer directly instead.

Public function Const

bool

 

IsAdditionalLaunchOptionsActive()

Read AdditionalServerLaunchParmeters for a non-zero length instead.

Public function Const

bool

 

IsAutoConnectToServerActive()

This feature has been removed. Set PlayNetMode == EPlayNetMode::PIE_Standalone instead.

Public function Const

bool

 

IsPlayNetDedicatedActive()

Read bLaunchSeparateServer directly instead.

Public function

void

 

SetPlayNetDedicated

(
    const bool InPlayNetDedicated
)

Read bLaunchSeparateServer directly instead.

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