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]

Location: <Workspace>/Engine/Plugins/Experimental/VirtualProductionUtilities/Config/BaseVirtualProductionUtilities.ini:27, section: [/Script/VPUtilitiesEditor.VPUtilitiesEditorSettings]

#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;
};