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]
- INI Section:
/Script/UnrealEd.EditorPerProjectUserSettings
- Raw value:
True
- Is Array:
False
#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 */