AdditionnalClassToLoad
AdditionnalClassToLoad
#Overview
name: AdditionnalClassToLoad
The value of this variable can be defined or overridden in .ini config files. 2
.ini config files referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Plugins/Experimental/VirtualProductionUtilities/Config/BaseVirtualProductionUtilities.ini:26, section: [/Script/VPUtilitiesEditor.VPUtilitiesEditorSettings]
- INI Section:
/Script/VPUtilitiesEditor.VPUtilitiesEditorSettings
- Raw value:
/VirtualProductionUtilities/VR/VirtualScoutingInteractor.VirtualScoutingInteractor_C
- Is Array:
True
Location: <Workspace>/Engine/Plugins/Experimental/VirtualProductionUtilities/Config/BaseVirtualProductionUtilities.ini:27, section: [/Script/VPUtilitiesEditor.VPUtilitiesEditorSettings]
- INI Section:
/Script/VPUtilitiesEditor.VPUtilitiesEditorSettings
- Raw value:
/VirtualProductionUtilities/VR/VirtualScoutingTeleporter.VirtualScoutingTeleporter_C
- Is Array:
True
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/Experimental/VirtualProductionUtilities/Source/VPUtilitiesEditor/Private/VPScoutingSubsystem.cpp:156
Scope (from outer to inner):
file
function void UVPScoutingSubsystem::OnEngineInitComplete
Source code excerpt:
// In debug some asset take a long time to load and crash the engine, preload those asset in async mode to prevent that
for (const FSoftClassPath& ClassAssetPath : GetDefault<UVPUtilitiesEditorSettings>()->AdditionnalClassToLoad)
{
FStreamableManager& StreamableManager = UAssetManager::Get().GetStreamableManager();
StreamableManager.RequestAsyncLoad(ClassAssetPath);
}
}
#Loc: <Workspace>/Engine/Plugins/Experimental/VirtualProductionUtilities/Source/VPUtilitiesEditor/Public/VPUtilitiesEditorSettings.h:79
Scope (from outer to inner):
file
class class UVPUtilitiesEditorSettings : public UObject
Source code excerpt:
/** GestureManager class to use by the ScoutingSubsystem */
UPROPERTY(config)
TArray<FSoftClassPath> AdditionnalClassToLoad;
UPROPERTY(config, meta = (AllowedClasses = "/Script/Engine.StaticMesh"))
FSoftObjectPath VPSplinePreviewMeshPath;
};