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]

#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. */