bAutokeySequences
bAutokeySequences
#Overview
name: bAutokeySequences
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/BaseEditorSettings.ini:52, section: [/Script/VREditor.VRModeSettings]
- INI Section:
/Script/VREditor.VRModeSettings
- Raw value:
True
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/MovieScene/LevelSequenceEditor/Source/LevelSequenceEditor/Private/LevelSequenceEditorToolkit.cpp:224
Scope (from outer to inner):
file
function void FLevelSequenceEditorToolkit::Initialize
Source code excerpt:
USequencerSettings& SavedSequencerSettings = *Sequencer->GetSequencerSettings();
VRMode->SaveSequencerSettings(Sequencer->GetKeyGroupMode() == EKeyGroupMode::KeyAll, Sequencer->GetAutoChangeMode(), SavedSequencerSettings);
if (GetDefault<UVRModeSettings>()->bAutokeySequences)
{
// Override currently set auto-change behavior to always autokey
Sequencer->SetAutoChangeMode(EAutoChangeMode::All);
Sequencer->SetKeyGroupMode(EKeyGroupMode::KeyAll);
}
// Tell the VR Editor mode that Sequencer has refreshed
#Loc: <Workspace>/Engine/Source/Editor/VREditor/Public/VRModeSettings.h:43
Scope (from outer to inner):
file
class class UVRModeSettings : public UVISettings
Source code excerpt:
// Whether or not sequences should be autokeyed
UPROPERTY(EditAnywhere, config, Category = "Cinematics")
uint32 bAutokeySequences : 1;
// Which hand should have the primary interactor laser on it
UPROPERTY(EditAnywhere, config, Category = "General")
EInteractorHand InteractorHand;
/** Show the movement grid for orientation while moving through the world */