UEditorLoadingSavingSettings

Implements the Level Editor's loading and saving settings.

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UEditorLoadingSavingSettings

References

Module

UnrealEd

Header

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

Include

#include "Settings/EditorLoadingSavingSettings.h"

Syntax

class UEditorLoadingSavingSettings : public UObject

Remarks

Implements the Level Editor's loading and saving settings.

Variables

Name Description

Public variable

TArray< FAutoRe...

 

AutoReimportDirectorySettings

Directories being monitored for Auto Reimport

Public variable

float

 

AutoReimportThreshold

Public variable

int32

 

AutoSaveInteractionDelayInSeconds

The minimum number of seconds to wait after the last user interactions (with the editor) before auto-save can trigger

Public variable

int32

 

AutoSaveTimeMinutes

The time interval after which to auto save

Public variable

int32

 

AutoSaveWarningInSeconds

The number of seconds warning before an autosave

Public variable

bool

 

bAutoCreateAssets

Public variable

bool

 

bAutoDeleteAssets

Public variable

uint32: 1

 

bAutomaticallyCheckoutOnAssetModification

Whether to automatically checkout on asset modification

Public variable

uint32: 1

 

bAutoSaveContent

Whether to automatically save content packages during an autosave

Public variable

uint32: 1

 

bAutoSaveEnable

Whether to automatically save after a time interval

Public variable

uint32: 1

 

bAutoSaveMaps

Whether to automatically save maps during an autosave

Public variable

bool

 

bDeleteSourceFilesWithAssets

Internal setting to control whether we should ask the user whether we should automatically delete source files when their assets are deleted

Public variable

bool

 

bDetectChangesOnStartup

Public variable

bool

 

bDirtyMigratedBlueprints

Whether to mark blueprints dirty if they are automatically migrated during loads

Public variable

uint32: 1

 

bForceCompilationAtStartup

Force project compilation at startup

Public variable

bool

 

bMonitorContentDirectories

Automatically reimports textures when a change to source content is detected

Public variable

bool

 

bPromptBeforeAutoImporting

Public variable

uint32: 1

 

bPromptForCheckoutOnAssetModification

Whether to automatically prompt for SCC checkout on asset modification

Public variable

uint32: 1

 

bRestoreOpenAssetTabsOnRestart

Whether to restore previously open assets at startup

Public variable

uint32: 1

 

bSCCAutoAddNewFiles

Auto add files to source control

Public variable

uint32: 1

 

bSCCUseGlobalSettings

Use global source control login settings, rather than per-project.

Public variable

TEnumAsByte< EL...

 

LoadLevelAtStartup

Whether to load a default example map at startup

Public variable

FFilePath

 

TextDiffToolPath

Specifies the file path to the tool to be used for diffing text files

Constructors

Name Description

Public function

UEditorLoadingSavingSettings

(
    const FObjectInitializer& ObjectIn...
)

Functions

Overridden from UObject

Name Description

Protected function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Protected function Virtual

void

 

PostInitProperties()

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

Classes

Name

Description

Public class

FSettingChangedEvent

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

Deprecated Variables

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