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]

#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 */