AutoSaveInteractionDelayInSeconds

AutoSaveInteractionDelayInSeconds

#Overview

name: AutoSaveInteractionDelayInSeconds

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:181, section: [/Script/UnrealEd.EditorLoadingSavingSettings]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/EditorLoadingSavingSettings.h:188

Scope (from outer to inner):

file
class        class UEditorLoadingSavingSettings : public UObject

Source code excerpt:

	/** The minimum number of seconds to wait after the last user interactions (with the editor) before auto-save can trigger */
	UPROPERTY(EditAnywhere, Config, Category = AutoSave, meta = (DisplayName = "Interaction Delay in Seconds", ClampMin = "15"))
	int32 AutoSaveInteractionDelayInSeconds;

	/** The number of seconds warning before an autosave*/
	UPROPERTY(EditAnywhere, config, Category=AutoSave, meta=(DisplayName="Warning in seconds", ClampMin = "0", UIMin = "0", UIMax = "20"))
	int32 AutoSaveWarningInSeconds;

	/** How many auto save files to keep around*/

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/PackageAutoSaver.cpp:582

Scope (from outer to inner):

file
function     bool FPackageAutoSaver::CanAutoSave

Source code excerpt:


	const UEditorLoadingSavingSettings* LoadingSavingSettings = GetDefault<UEditorLoadingSavingSettings>();
	const float InteractionDelay = float(LoadingSavingSettings->AutoSaveInteractionDelayInSeconds);

	const bool bDidInteractRecently = (FApp::GetCurrentTime() - LastInteractionTime) < InteractionDelay;
	const bool bAutosaveEnabled	= LoadingSavingSettings->bAutoSaveEnable && bPackagesNeedAutoSave;
	const bool bSlowTask = GIsSlowTask;
	const bool bPlayWorldValid = GUnrealEd->PlayWorld != nullptr;
	const bool bAnyMenusVisible	= FSlateApplication::Get().AnyMenusVisible();