bAutomaticallyHotReloadNewClasses
bAutomaticallyHotReloadNewClasses
#Overview
name: bAutomaticallyHotReloadNewClasses
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:65, section: [/Script/UnrealEd.EditorPerProjectUserSettings]
- INI Section:
/Script/UnrealEd.EditorPerProjectUserSettings
- 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/GameProjectGeneration/Private/GameProjectUtils.cpp:4148
Scope (from outer to inner):
file
function GameProjectUtils::EAddCodeToProjectResult GameProjectUtils::AddCodeToProject_Internal
Source code excerpt:
OutReloadStatus = EReloadStatus::Reloaded;
}
else if (GetDefault<UEditorPerProjectUserSettings>()->bAutomaticallyHotReloadNewClasses)
{
FModuleStatus ModuleStatus;
const FName ModuleFName = *ModuleInfo.ModuleName;
if (ensure(FModuleManager::Get().QueryModule(ModuleFName, ModuleStatus)))
{
// Compile the module that the class was added to so that the newly added class with appear in the Content Browser
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h:69
Scope (from outer to inner):
file
class class UEditorPerProjectUserSettings : public UObject
Source code excerpt:
/** If enabled, any newly added classes will be automatically compiled and trigger a hot-reload of the module they were added to */
UPROPERTY(EditAnywhere, config, Category=HotReload, meta=(DisplayName="Automatically Compile Newly Added C++ Classes"))
uint32 bAutomaticallyHotReloadNewClasses:1;
/** If enabled, the compile message log window will open if there is a compiler error on Hot Reload */
UPROPERTY(EditAnywhere, config, Category=HotReload)
uint32 bShowCompilerLogOnCompileError : 1;
/** If enabled, the fbx parser will keep the fbx namespaces, otherwise the namespace will be append to fbx node. */