bGetAttentionOnUATCompletion

bGetAttentionOnUATCompletion

#Overview

name: bGetAttentionOnUATCompletion

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:58, section: [/Script/UnrealEd.EditorPerProjectUserSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UATHelper/UATHelperModule.cpp:132

Scope (from outer to inner):

file
class        class FMainFrameActionsNotificationTask
function     void DoTask

Source code excerpt:

			// Since the task was probably fairly long, we should try and grab the users attention if they have the option enabled.
			const UEditorPerProjectUserSettings* SettingsPtr = GetDefault<UEditorPerProjectUserSettings>();
			if (SettingsPtr->bGetAttentionOnUATCompletion)
			{
				IMainFrameModule* MainFrame = FModuleManager::LoadModulePtr<IMainFrameModule>("MainFrame");
				if (MainFrame != nullptr)
				{
					TSharedPtr<SWindow> ParentWindow = MainFrame->GetParentWindow();
					if (ParentWindow != nullptr)

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h:111

Scope (from outer to inner):

file
class        class UEditorPerProjectUserSettings : public UObject

Source code excerpt:

	/** If enabled, the Editor will attempt to get the users attention whenever a UAT task (such as cooking or packaging) is completed */
	UPROPERTY(EditAnywhere, config, Category = UnrealAutomationTool)
	bool bGetAttentionOnUATCompletion;

	/** Always build UAT\UBT before launching the game. It will decrease iteration times if disabled */
	UPROPERTY(EditAnywhere, config, Category = UnrealAutomationTool)
	bool bAlwaysBuildUAT = true;

	/** How fast the SCS viewport camera moves */