UEditorSettings

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Inheritance Hierarchy

References

Module

UnrealEd

Header

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

Include

#include "Settings/EditorSettings.h"

Syntax

class UEditorSettings : public UObject

Variables

Name Description

Public variable

float

 

AutoScalabilityWorkScaleAmount

Public variable

bool

 

bCopyStarterContentPreference

Public variable

bool

 

bEnableS3DDC

Whether to enable the S3 derived data cache backend

Public variable

bool

 

bLoadTheMostRecentlyLoadedProjectAtStartup

When checked, the most recently loaded project will be auto-loaded at editor startup if no other project was specified on the command line

Public variable

TArray< FGuid >

 

CompletedSurveys

The id's of the surveys completed

Public variable

TArray< FString...

 

CreatedProjectPaths

The paths of projects created with the new project wizard.

Public variable

Scalability::FQ...

 

EngineBenchmarkResult

Engine scalability benchmark results

Public variable

FDirectoryPath

 

GlobalLocalDDCPath

Derived Data Cache Settings

Public variable

FDirectoryPath

 

GlobalS3DDCPath

Adjusts the Local Cache location for AWS/S3 downloaded package bundles.

Public variable

FDirectoryPath

 

GlobalSharedDDCPath

Adjusts the Shared cache location.

Public variable

TArray< FGuid >

 

InProgressSurveys

The id's of the surveys currently in-progress

Public variable

FDirectoryPath

 

LocalDerivedDataCache

Project specific overide for the Local Cache location.

Public variable

TArray< FRecent...

 

RecentlyOpenedProjectFiles

===================================================================== The following options are NOT exposed in the preferences Editor (usually because there is a different way to set them interactively!) Game project files that were recently opened in the editor

Public variable

FDirectoryPath

 

SharedDerivedDataCache

Project specific overide for the Shared Cache location.

Constructors

Name Description

Public function

UEditorSettings

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AutoApplyScalabilityBenchmark()

Auto detects and applies the scalability benchmark

Public function Const

bool

 

IsScalabilityBenchmarkValid()

Public function

void

 

LoadScalabilityBenchmark()

Load the engine scalability benchmark results. Performs a benchmark if not yet valid.

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

Deprecated Variables

Name Description

Public variable

bool

 

bEditorAnalyticsEnabled_DEPRECATED

Can the editor report usage analytics (types of assets being spawned, etc...) back to Epic in order for us to improve the editor user experience?