bInvertMouseLookYAxis

bInvertMouseLookYAxis

#Overview

name: bInvertMouseLookYAxis

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:337, section: [/Script/UnrealEd.LevelEditorViewportSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/LevelEditorViewportSettings.h:347

Scope (from outer to inner):

file
class        class ULevelEditorViewportSettings : public UObject

Source code excerpt:

	/** Whether or not to invert mouse on the y axis in free look mode */
	UPROPERTY(EditAnywhere, config, Category = Controls, meta = (DisplayName = "Invert Mouse Look Y Axis"))
	bool bInvertMouseLookYAxis;

	/** Whether or not to invert mouse on y axis in orbit mode */
	UPROPERTY(EditAnywhere, config, Category = Controls, meta = (DisplayName = "Invert Orbit Y Axis"))
	bool bInvertOrbitYAxis;

	/** Whether or not to invert the direction of middle mouse panning in viewports */

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/EditorViewportClient.cpp:4936

Scope (from outer to inner):

file
function     void FEditorViewportClient::ConvertMovementToDragRot

Source code excerpt:


				// inverting orbit axis is handled elsewhere
				const bool bInvertY = !ShouldOrbitCamera() && GetDefault<ULevelEditorViewportSettings>()->bInvertMouseLookYAxis;
				float Direction = bInvertY ? -1 : 1;

				InRotDelta.Yaw = InDelta.X * ViewportSettings->MouseSensitivty;
				InRotDelta.Pitch = InDelta.Y * ViewportSettings->MouseSensitivty * Direction;
			}
		}