UBlueprintEditorProjectSettings

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UDeveloperSettings

UBlueprintEditorProjectSettings

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Settings/BlueprintEditorProjectSettings.h

Include

#include "Settings/BlueprintEditorProjectSettings.h"

Syntax

class UBlueprintEditorProjectSettings : public UDeveloperSettings

Variables

Name Description

Public variable

TArray< TSoftCl...

 

BaseClassesToAllowRecompilingDuringPlayInEditor

Any blueprint deriving from one of these base classes will be allowed to recompile during Play-in-Editor (This setting exists both as an editor preference and project setting, and will be allowed if listed in either place)

Public variable

uint8: 1

 

bEnableChildActorExpansionInTreeView

Enable the option to expand child actor components within component tree views (experimental).

Public variable

uint8: 1

 

bForceAllDependenciesToRecompile

Flag to disable faster compiles for individual blueprints if they have no function signature changes.

Public variable

uint8: 1

 

bValidateUnloadedSoftActorReferences

If enabled, the editor will load packages to look for soft references to actors when deleting/renaming them.

Public variable

EChildActorComp...

 

DefaultChildActorTreeViewMode

Default view mode to use for child actor components in a Blueprint actor's component tree hierarchy (experimental).

Public variable

TArray< FName >

 

DisabledCompilerMessages

List of compiler messages that have been suppressed completely - message suppression is only advisable when using blueprints that you cannot update and are raising innocuous warnings.

Public variable

TArray< FName >

 

DisabledCompilerMessagesExceptEditor

List of compiler messages that have been suppressed outside of full, interactive editor sessions for the current project - useful for silencing warnings that were added to the engine after project inception and are going to be addressed as they are found by content authors

Public variable

TArray< FString...

 

NamespacesToAlwaysInclude

The list of namespaces to always expose in any Blueprint (for all users of the game/project)

Constructors

Name Description

Public function

UBlueprintEditorProjectSettings

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

UObject interface