bDirtyMigratedBlueprints

bDirtyMigratedBlueprints

#Overview

name: bDirtyMigratedBlueprints

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:171, section: [/Script/UnrealEd.EditorLoadingSavingSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/EditorLoadingSavingSettings.h:162

Scope (from outer to inner):

file
class        class UEditorLoadingSavingSettings : public UObject

Source code excerpt:

	/** Whether to mark blueprints dirty if they are automatically migrated during loads */
	UPROPERTY(EditAnywhere, config, Category=Blueprints, meta=(DisplayName="Dirty Migrated Blueprints"))
	bool bDirtyMigratedBlueprints;

public:

	/** Whether to automatically save after a time interval */
	UPROPERTY(EditAnywhere, config, Category=AutoSave, meta=(DisplayName="Enable AutoSave"))
	uint32 bAutoSaveEnable:1;

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Blueprint.cpp:2021

Scope (from outer to inner):

file
function     bool UBlueprint::ChangeOwnerOfTemplates

Source code excerpt:

				FMessageLog("BlueprintLog").Warning( FText::Format( NSLOCTEXT( "Blueprint", "MigrationWarning", "Blueprint {0} has been migrated and requires re-saving to avoid import errors" ), FText::FromString( *GetName() )));

				if( GetDefault<UEditorLoadingSavingSettings>()->bDirtyMigratedBlueprints )
				{
					UPackage* BPPackage = GetOutermost();

					if( BPPackage )
					{
						BPPackage->SetDirtyFlag( true );