bCheckForMultiplePawnsSpawnedInAFrame

bCheckForMultiplePawnsSpawnedInAFrame

#Overview

name: bCheckForMultiplePawnsSpawnedInAFrame

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/BaseEngine.ini:315, section: [/Script/Engine.Engine]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:1547

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	 **/
	UPROPERTY(config)
	uint32 bCheckForMultiplePawnsSpawnedInAFrame:1;

	/** If bCheckForMultiplePawnsSpawnedInAFrame==true, then we will check to see that no more than this number of pawns are spawned in a frame. **/
	UPROPERTY(config)
	int32 NumPawnsAllowedToBeSpawnedInAFrame;

	/**
	 * Whether or not the LQ lightmaps should be generated during lighting rebuilds.  This has been moved to r.SupportLowQualityLightmaps.
	 */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/LevelTick.cpp:1723

Scope (from outer to inner):

file
function     void UWorld::Tick

Source code excerpt:

#if LOOKING_FOR_PERF_ISSUES || !WITH_EDITORONLY_DATA
	extern TArray<FString>	ThisFramePawnSpawns;
	if(ThisFramePawnSpawns.Num() > 1 && IsGameWorld() && !GIsServer && GEngine->bCheckForMultiplePawnsSpawnedInAFrame )
	{
		const FString WarningMessage = FString::Printf( TEXT("%d PAWN SPAWNS THIS FRAME! "), ThisFramePawnSpawns.Num() );

		UE_LOG(LogLevel, Warning, TEXT("%s"), *WarningMessage );
		// print out the pawns that were spawned
		for(int32 i=0; i<ThisFramePawnSpawns.Num(); i++)