UEditorExperimentalSettings

Implements Editor settings for experimental features.

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UEditorExperimentalSettings

References

Module

UnrealEd

Header

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

Include

#include "Settings/EditorExperimentalSettings.h"

Syntax

class UEditorExperimentalSettings : public UObject

Remarks

Implements Editor settings for experimental features.

Variables

Name Description

Public variable

bool

 

bAllowLateJoinInPIE

Enable late joining in PIE

Public variable

bool

 

bAllowPotentiallyUnsafePropertyEditing

Allows editing of potentially unsafe properties during PIE. Advanced use only - use with caution.

Public variable

bool

 

bAllowVulkanPreview

Allow Vulkan Preview

Protected variable

TArray< TSoftClassPtr< UObject > >

 

BaseClassesToAllowRecompilingDuringPlayInEditor

Any blueprint deriving from one of these base classes will be allowed to recompile during Play-in-Editor

Public variable

bool

 

bBreakOnExceptions

Break on Exceptions allows you to trap Access Nones and other exceptional events in Blueprints.

Public variable

bool

 

bContextMenuChunkAssignments

Allows ChunkIDs to be assigned to assets to via the content browser context menu.

Public variable

bool

 

bDisableCookInEditor

Disable cook in the editor

Public variable

bool

 

bDrawMidpointArrowsInBlueprints

Should arrows indicating data/execution flow be drawn halfway along wires?

Public variable

bool

 

bEnableFavoriteSystem

When enabled, all details panels will be able to have properties marked as favorite that show in a top most category.

Public variable

bool

 

bEnableFindAndReplaceReferences

Enables "Find and Replace All" tool in the MyBlueprint window for variables

Public variable

bool

 

bEnableLocalizationDashboard

Allows usage of the Localization Dashboard

Public variable

bool

 

bEnableLongPathsSupport

Allows creation of assets with paths longer than 260 characters.

Public variable

bool

 

bEnableMultithreadedLightmapEncoding

Enable multithreaded lightmap encoding (decreases time taken to encode lightmaps)

Public variable

bool

 

bEnableMultithreadedShadowmapEncoding

Enable multithreaded shadow map encoding (decreases time taken to encode shadow maps)

Public variable

bool

 

bEnableTranslationPicker

Allows usage of the Translation Picker

Public variable

bool

 

bEQSEditor

Enables Environment Queries editor

Public variable

bool

 

bExampleLayersAndBlends

When creating new Material Layers and Material Layer Blends, set up example graphs.

Public variable

bool

 

bFacialAnimationImporter

Enable experimental bulk facial animation importer (found in Developer Tools menu, requires editor restart)

Public variable

bool

 

bHDREditor

Allows the editor to run on HDR monitors on Windows 10

Public variable

bool

 

bMobilePIEPreviewDeviceLaunch

Enable experimental PIE preview device launch

Public variable

bool

 

bProceduralFoliage

Allows usage of the procedural foliage system

Public variable

bool

 

bSharedCookedBuilds

Public variable

bool

 

bTextAssetFormatSupport

Enables in-editor support for text asset formats

Public variable

bool

 

bToolbarCustomization

Allows for customization of toolbars and menus throughout the editor

Public variable

bool

 

bUseOpenCLForConvexHullDecomp

Whether to use OpenCL to accelerate convex hull decomposition (uses GPU to decrease time taken to decompose meshes, currently only available on Mac OS X)

Public variable

TEnumAsByte< EConsoleForGamepadLabels::Type >

 

ConsoleForGamepadLabels

Specify which console-specific nomenclature to use for gamepad label text

Public variable

float

 

HDREditorNITLevel

The brightness of the slate UI on HDR monitors

Public variable

int32

 

MultiProcessCooking

Protected variable

TArray< UClass * >

 

ResolvedBaseClassesToAllowRecompilingDuringPlayInEditor

Constructors

Name Description

Public function

UEditorExperimentalSettings

(
    const FObjectInitializer& ObjectInitializer
)

Functions

Overridden from UObject

Name Description

Protected function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyChangedEvent
)

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.

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