bDisplayEngineVersionInBadge
bDisplayEngineVersionInBadge
#Overview
name: bDisplayEngineVersionInBadge
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:66, section: [/Script/UnrealEd.EditorPerProjectUserSettings]
- INI Section:
/Script/UnrealEd.EditorPerProjectUserSettings
- 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/LevelEditor/Private/LevelEditor.cpp:115
Scope (from outer to inner):
file
class class SProjectBadge : public SBox
function void Construct
Source code excerpt:
Args.Add(TEXT("Branch"), FEngineBuildSettings::IsPerforceBuild() ? FText::FromString(FEngineVersion::Current().GetBranch()) : FText::GetEmpty());
Args.Add(TEXT("GameName"), FText::FromString(FString(FApp::GetProjectName())));
Args.Add(TEXT("EngineVersion"), (GetDefault<UEditorPerProjectUserSettings>()->bDisplayEngineVersionInBadge) ? FText::FromString("(" + EngineVersionString + ")") : FText());
FText RightContentText;
FText RightContentTooltip;
const EBuildConfiguration BuildConfig = FApp::GetBuildConfiguration();
if (BuildConfig != EBuildConfiguration::Shipping && BuildConfig != EBuildConfiguration::Development && BuildConfig != EBuildConfiguration::Unknown)
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h:38
Scope (from outer to inner):
file
class class UEditorPerProjectUserSettings : public UObject
Source code excerpt:
/** When enabled, Engine Version Number is displayed in the ProjectBadge */
UPROPERTY(EditAnywhere, config, Category = DeveloperTools, meta = (DisplayName = "Display Engine Version Number in Project Badge", ConfigRestartRequired = true))
bool bDisplayEngineVersionInBadge;
/** When enabled, use SimplygonSwarm Module / server to create proxies */
UPROPERTY(EditAnywhere, config, Category = SimplygonSwarm, meta = (DisplayName = "Use Simplygon distributed proxy server"))
bool bUseSimplygonSwarm;
/** Server IP for the distributed Simplygon server */