bDisplayPaths

bDisplayPaths

#Overview

name: bDisplayPaths

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 4 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of bDisplayPaths is to control whether long package names are shown in level display names within the Unreal Engine editor’s World Browser.

This setting variable is primarily used in the World Browser module of the Unreal Engine editor. It’s part of the FLevelCollectionModel class, which is responsible for managing the collection of levels in the editor.

The value of this variable is set through the SetDisplayPathsState() function in the FLevelCollectionModel class. It can be toggled on or off, likely through a user interface option in the World Browser.

The bDisplayPaths variable interacts with the UpdateDisplayName() function of the levels in the collection. When the state changes, it triggers an update of the display names for all levels in the collection.

Developers should be aware that changing this variable will affect how levels are displayed in the World Browser. When set to true, it will show the full path of the level package, which can be useful for distinguishing between levels with the same name in different directories. When set to false, it will show a more concise name.

Best practices when using this variable include:

  1. Consider the project’s organization and naming conventions when deciding whether to display full paths.
  2. Be consistent in its use across the project to maintain a uniform user experience.
  3. Use it in conjunction with other organizational tools in the World Browser for optimal level management.
  4. Remember that changing this setting will affect all levels in the collection, so it should be used thoughtfully in large projects with many levels.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:114, section: [/Script/Levels.LevelBrowserSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/WorldBrowser/Private/LevelCollectionModel.cpp:46

Scope (from outer to inner):

file
function     FLevelCollectionModel::FLevelCollectionModel

Source code excerpt:

	, Filters(MakeShareable(new LevelFilterCollection))
	, WorldSize(FIntPoint::ZeroValue)
	, bDisplayPaths(false)
	, bCanExecuteSCCCheckOut(false)
	, bCanExecuteSCCOpenForAdd(false)
	, bCanExecuteSCCCheckIn(false)
	, bCanExecuteSCC(false)
	, bSelectionHasChanged(true)
	, bUpdatingLevelsSelection(false)

#Loc: <Workspace>/Engine/Source/Editor/WorldBrowser/Private/LevelCollectionModel.cpp:1111

Scope (from outer to inner):

file
function     bool FLevelCollectionModel::GetDisplayPathsState

Source code excerpt:

bool FLevelCollectionModel::GetDisplayPathsState() const
{
	return bDisplayPaths;
}

void FLevelCollectionModel::SetDisplayPathsState(bool InDisplayPaths)
{
	bDisplayPaths = InDisplayPaths;

	for (auto It = AllLevelsList.CreateIterator(); It; ++It)
	{
		(*It)->UpdateDisplayName();
	}
}

#Loc: <Workspace>/Engine/Source/Editor/WorldBrowser/Private/LevelCollectionModel.h:270

Scope (from outer to inner):

file
class        class FLevelCollectionModel : public TSharedFromThis<FLevelCollectionModel> , public FTickableEditorObject

Source code excerpt:


	/** Sets 'display paths', whether to show long package name in level display name */
	void SetDisplayPathsState(bool bDisplayPaths);

	/** @return	whether 'display actors count' is enabled */
	bool GetDisplayActorsCountState() const;

	/** Sets 'display actors count', whether to show actors count next to level name */
	void SetDisplayActorsCountState(bool bDisplayActorsCount);

#Loc: <Workspace>/Engine/Source/Editor/WorldBrowser/Private/LevelCollectionModel.h:584

Scope (from outer to inner):

file
class        class FLevelCollectionModel : public TSharedFromThis<FLevelCollectionModel> , public FTickableEditorObject

Source code excerpt:


	/** Whether we should show long package names in level display names */
	bool								bDisplayPaths;

	/** Whether we should show actors count next to level name */
	bool								bDisplayActorsCount;

	/** true if the SCC Check-Out option is available */
	mutable bool						bCanExecuteSCCCheckOut;