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]
- INI Section:
/Script/UnrealEd.EditorLoadingSavingSettings
- 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/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 );