UContentBrowserSettings

Implements content browser settings. These are global not per-project

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UContentBrowserSettings

References

Module

UnrealEd

Header

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

Include

#include "Settings/ContentBrowserSettings.h"

Syntax

class UContentBrowserSettings : public UObject

Remarks

Implements content browser settings. These are global not per-project

Variables

Name Description

Public variable

bool

 

bEnableRealtimeMaterialInstanceThumbnails

Enables the rendering of Material Instance thumbnail previews

Public variable

bool

 

bOpenSourcesPanelByDefault

Whether the Content Browser should open the Sources Panel by default

Public variable

bool

 

bShowFullCollectionNameInToolTip

Whether the Content Browser should open the Sources Panel by default

Public variable

bool

 

DisplayEmptyFolders

Whether to empty display folders in the asset view of the content browser.

Public variable

bool

 

DisplayFolders

Whether to display folders in the asset view of the content browser.

Public variable

bool

 

FilterRecursively

Whether to filter recursively when a filter is applied in the asset view of the content browser.

Public variable

int32

 

NumObjectsInRecentList

The number of objects to keep in the Content Browser Recently Opened filter

Public variable

int32

 

NumObjectsToLoadBeforeWarning

The number of objects to load at once in the Content Browser before displaying a warning about loading many assets

Public variable

bool

 

OrganizeFolders

Whether to organize folders in the content browser

Public variable

bool

 

RealTimeThumbnails

Whether to render thumbnails for loaded assets in real-time in the Content Browser

Public variable

bool

 

ShowAllFolder

Whether to group root folders under a common folder in the path view

Constructors

Name Description

Public function

UContentBrowserSettings

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

bool

 

GetDisplayCppFolders()

Gets whether we are allowed to display the C++ folders or not

Public function Const

bool

 

GetDisplayDevelopersFolder

(
    bool bExcludeOverride
)

Gets whether we are allowed to display the developers folder or not, optional flag ignoring the override

Public function Const

bool

 

GetDisplayEngineFolder

(
    bool bExcludeOverride
)

Gets whether we are allowed to display the engine folder or not, optional flag ignoring the override

Public function Const

bool

 

GetDisplayFavorites()

Gets whether we are allowed to display the favorite folders or not

Public function Const

bool

 

GetDisplayL10NFolder()

Gets whether we are allowed to display the L10N folder (contains localized assets) or not

Public function Const

bool

 

GetDisplayPluginFolders

(
    bool bExcludeOverride
)

Gets whether we are allowed to display the plugin folders or not, optional flag ignoring the override

Public function Const

bool

 

GetDockCollections()

Gets whether we should dock the collections view under the paths view

Public function Const

bool

 

GetIncludeAssetPaths()

Gets whether text searches should also search asset paths (instead of asset name only)

Public function Const

bool

 

GetIncludeClassNames()

Gets whether text searches should also search in asset class names

Public function Const

bool

 

GetIncludeCollectionNames()

Gets whether text searches should also search for collection names

Public function Static

FSettingChan...

 

OnSettingChanged()

Public function

void

 

SetDisplayCppFolders

(
    bool bDisplay
)

Sets whether we are allowed to display C++ folders or not

Public function

void

 

SetDisplayDevelopersFolder

(
    bool bInDisplayDevelopersFolder,
    bool bOverride
)

Sets whether we are allowed to display the developers folder or not, optional flag for setting override instead

Public function

void

 

SetDisplayEngineFolder

(
    bool bInDisplayEngineFolder,
    bool bOverride
)

Sets whether we are allowed to display the engine folder or not, optional flag for setting override instead

Public function

void

 

SetDisplayFavorites

(
    bool bInDisplayFavorites
)

Sets whether we are allowed to display favorite folders or not

Public function

void

 

SetDisplayL10NFolder

(
    bool bInDisplayL10NFolder
)

Sets whether we are allowed to display the L10N folder (contains localized assets) or not

Public function

void

 

SetDisplayPluginFolders

(
    bool bInDisplayPluginFolders,
    bool bOverride
)

Sets whether we are allowed to display the plugin folders or not, optional flag for setting override instead

Public function

void

 

SetDockCollections

(
    bool bInDockCollections
)

Sets whether we should dock the collections view under the paths view

Public function

void

 

SetIncludeAssetPaths

(
    bool bInclude
)

Sets whether text searches should also search asset paths (instead of asset name only)

Public function

void

 

SetIncludeClassNames

(
    bool bInclude
)

Sets whether text searches should also search in asset class names

Public function

void

 

SetIncludeCollectionNames

(
    bool bInclude
)

Sets whether text searches should also search for collection names

Overridden from UObject

Name Description

Protected function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Classes

Name

Description

Public class

FSettingChangedEvent

Returns an event delegate that is executed when a setting has changed.

Constants

Name

Description

SettingChangedEvent

Holds an event delegate that is executed when a setting has changed.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss