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]
- INI Section:
/Script/Engine.Engine
- Raw value:
false
- Is Array:
False
#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++)