AutoRecompileBlueprints
AutoRecompileBlueprints
#Overview
name: AutoRecompileBlueprints
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:231, section: [/Script/UnrealEd.LevelEditorPlaySettings]
- INI Section:
/Script/UnrealEd.LevelEditorPlaySettings
- Raw value:
True
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/LevelEditorPlaySettings.h:257
Scope (from outer to inner):
file
class class ULevelEditorPlaySettings : public UObject
Source code excerpt:
/** Whether to automatically recompile blueprints on PIE */
UPROPERTY(config, EditAnywhere, Category=PlayInEditor, meta=(ToolTip="Automatically recompile blueprints used by the current level when initiating a Play In Editor session"))
bool AutoRecompileBlueprints;
/** Whether to play sounds during PIE */
UPROPERTY(config, EditAnywhere, Category=PlayInEditor, meta=(ToolTip="Whether to play sounds when in a Play In Editor session"))
bool EnableGameSound;
/** Whether to automatically solo audio in first PIE client. */
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/PlayLevel.cpp:2616
Scope (from outer to inner):
file
function void UEditorEngine::StartPlayInEditorSession
Source code excerpt:
// Auto-compile dirty blueprints (if needed) and let the user cancel PIE if there are
TArray<UBlueprint*> ErroredBlueprints;
FInternalPlayLevelUtils::ResolveDirtyBlueprints(!EditorPlaySettings->AutoRecompileBlueprints, ErroredBlueprints);
// Don't show the dialog if we're in the middle of a demo, just assume they'll work.
if (ErroredBlueprints.Num() && !GIsDemoMode)
{
// There was at least one blueprint with an error, make sure the user is OK with that.
bool bContinuePIE = ShowBlueprintErrorDialog(ErroredBlueprints);