| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/UnrealEd/Classes/Settings/LevelEditorPlaySettings.h |
Include |
#include "Settings/LevelEditorPlaySettings.h" |
class ULevelEditorPlaySettings : public UObject
Implements the Editor's play settings.
Name | Description | ||
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AdditionalLaunchParameters |
Extra parameters to be include as part of the command line for the standalone game. |
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AdditionalLaunchParametersForMobile |
Extra parameters to be included as part of the command line for a mobile-on-PC standalone game. |
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AdditionalServerLaunchParameters |
Additional options that will be passed to the server as arguments, for example -debug. |
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AutoRecompileBlueprints |
Whether to automatically recompile blueprints on PIE |
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bAutoCompileBlueprintsOnLaunch |
Whether to automatically recompile dirty Blueprints before launching |
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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). |
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uint32: 1 |
bOnlyLoadVisibleLevelsInPIE |
True if Play In Editor should only load currently-visible levels in PIE. |
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uint32: 1 |
bPreferToStreamLevelsInPIE |
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TEnumAsByte< EP... |
BuildGameBeforeLaunch |
Whether to build the game before launching on device. |
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bUseNonRealtimeAudioDevice |
Whether to use a non-realtime audio device during PIE |
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uint32: 1 |
CenterNewWindow |
Whether the new window should be centered on the screen. |
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ClientFixedFPS |
If > 0, Tick clients at a fixed frame rate. |
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CustomUnsafeZoneDimensions |
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CustomUnsafeZoneStarts |
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DeviceToEmulate |
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uint32: 1 |
DisableStandaloneSound |
Whether sound should be disabled when playing standalone games. |
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EnableGameSound |
Whether to play sounds during PIE |
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EnablePIEEnterAndExitSounds |
Whether to play a sound when entering and exiting PIE |
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GameGetsMouseControl |
Should Play-in-Editor automatically give mouse control to the game on PIE start (default = false). |
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LaptopScreenResolutions |
Collection of common screen resolutions on mobile phones. |
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LastExecutedLaunchDevice |
The name of the last platform that the user ran a play session on. |
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TEnumAsByte< EL... |
LastExecutedLaunchModeType |
The last type of play-on session the user ran. |
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LastExecutedLaunchName |
The name of the last device that the user ran a play session on. |
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LastExecutedPIEPreviewDevice |
The name of the last device that the user ran a play session on. |
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TEnumAsByte< EP... |
LastExecutedPlayModeLocation |
The last type of play location the user ran. |
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TEnumAsByte< EP... |
LastExecutedPlayModeType |
The last type of play session the user ran. |
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LastSize |
The last known screen size for the first instance window (in pixels). |
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TEnumAsByte< EP... |
LaunchConfiguration |
Which build configuration to use when launching on device. |
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MonitorScreenResolutions |
Collection of common screen resolutions on desktop monitors. |
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TEnumAsByte< EL... |
MouseControlLabelPosition |
Location on screen to anchor the mouse control label when in PIE mode. |
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MultipleInstancePositions |
The last known screen positions of multiple instance windows (in pixels). |
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NetworkEmulationSettings |
Customizable settings allowing to emulate latency and packetloss for game network transmissions |
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NewWindowHeight |
The height of the new view port window in pixels (0 = use the desktop's screen resolution). |
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NewWindowPosition |
The position of the new view port window on the screen in pixels. |
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NewWindowWidth |
The width of the new view port window in pixels (0 = use the desktop's screen resolution). |
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PackFilesForLaunch |
Whether to content should be stored in pak files when launching on device. */. |
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PhoneScreenResolutions |
Collection of common screen resolutions on mobile phones. |
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uint32: 1 |
PIEAlwaysOnTop |
Whether to always have the PIE window on top of the parent windows. |
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PIESafeZoneOverride |
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PlayFromHerePlayerStartClassName |
The PlayerStart class used when spawning the player at the current camera location. |
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PlayInEditorSoundQualityLevel |
Which quality level to use when playing in editor |
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ServerFixedFPS |
If > 0, Tick dedicated server at a fixed frame rate. |
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ShouldMinimizeEditorOnVRPIE |
Should we minimize the editor when VR PIE is clicked (default = true) |
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ShowMouseControlLabel |
Whether to show a label for mouse control gestures in the PIE view. |
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TabletScreenResolutions |
Collection of common screen resolutions on tablet devices. |
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TelevisionScreenResolutions |
Collection of common screen resolutions on television screens. |
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UseMouseForTouch |
While using the game viewport, it sends mouse movement and clicks as touch events, instead of as mouse events. |
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ViewportGetsHMDControl |
Should Play-in-Viewport respect HMD orientations (default = false) |
Name | Description | |
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ULevelEditorPlaySettings ( |
Name | Description | ||
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Name | Description | ||
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CustomPIEWindow |
This variable is no longer read. Specify the Custom Window in the FRequestPlaySessionParams instead during PIE request. |
Name | Description | ||
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GetAdditionalLaunchOptions ( |
Read AdditionalServerLaunchParmeters directly instead. |
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GetAdditionalLaunchOptionsVisibility() |
Read AdditionalServerLaunchParmeters for a non-zero length instead. |
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GetAutoConnectToServer ( |
This feature has been removed. Set PlayNetMode == EPlayNetMode::PIE_Standalone instead. |
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GetAutoConnectToServerVisibility() |
This feature has been removed. Set PlayNetMode == EPlayNetMode::PIE_Standalone instead. |
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GetPlayNetDedicated ( |
Read bLaunchSeparateServer directly instead. |
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IsAdditionalLaunchOptionsActive() |
Read AdditionalServerLaunchParmeters for a non-zero length instead. |
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IsAutoConnectToServerActive() |
This feature has been removed. Set PlayNetMode == EPlayNetMode::PIE_Standalone instead. |
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IsPlayNetDedicatedActive() |
Read bLaunchSeparateServer directly instead. |
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SetPlayNetDedicated ( |
Read bLaunchSeparateServer directly instead. |