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]

#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);