bIsShowCodePackages

bIsShowCodePackages

#Overview

name: bIsShowCodePackages

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 3 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of bIsShowCodePackages is to control the visibility of native code packages in the Reference Viewer, which is part of the Asset Manager Editor in Unreal Engine 5.

This setting variable is primarily used within the Asset Manager Editor plugin, specifically in the Reference Viewer module. It’s a part of the UReferenceViewerSettings class, which manages the configuration options for the Reference Viewer tool.

The value of this variable is set through the SetShowCodePackages() function in the UReferenceViewerSettings class. This function also saves the configuration, ensuring the setting persists across editor sessions.

There don’t appear to be any other variables directly interacting with bIsShowCodePackages based on the provided code snippets. However, it’s used alongside other configuration options in the UReferenceViewerSettings class, such as bIsShowDuplicates and bIsShowReferencers.

Developers should be aware that this variable affects the visibility of native code packages in the Reference Viewer. When enabled, it allows users to see references to and from C++ code in addition to assets created within the editor.

Best practices when using this variable include:

  1. Consider the target audience: If your project team includes both artists and programmers, you might want to enable this by default to provide a complete view of asset dependencies.
  2. Performance implications: Showing code packages might increase the complexity of the reference graph, so consider disabling it for large projects if performance becomes an issue.
  3. Use in conjunction with other Reference Viewer settings: Combine this with other options like showing duplicates or referencers to create a comprehensive view of asset relationships.
  4. Provide user control: Expose this setting in the UI to allow users to toggle it based on their current needs.
  5. Document the impact: Ensure your team understands what “code packages” means in this context and how it affects the Reference Viewer’s output.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:980, section: [/Script/AssetManagerEditor.ReferenceViewerSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Private/ReferenceViewer/ReferenceViewerSettings.cpp:61

Scope (from outer to inner):

file
function     bool UReferenceViewerSettings::IsShowCodePackages

Source code excerpt:

bool UReferenceViewerSettings::IsShowCodePackages() const
{
	return bIsShowCodePackages;
}

bool UReferenceViewerSettings::IsShowReferencers() const
{
	return bIsShowReferencers;
}

#Loc: <Workspace>/Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Private/ReferenceViewer/ReferenceViewerSettings.cpp:142

Scope (from outer to inner):

file
function     void UReferenceViewerSettings::SetShowCodePackages

Source code excerpt:

void UReferenceViewerSettings::SetShowCodePackages(bool bNewEnabled)
{
	bIsShowCodePackages = bNewEnabled;
	SaveConfig();
}

void UReferenceViewerSettings::SetShowReferencers(const bool bNewEnabled)
{
	bIsShowReferencers = bNewEnabled;

#Loc: <Workspace>/Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Public/ReferenceViewer/ReferenceViewerSettings.h:169

Scope (from outer to inner):

file
class        class UReferenceViewerSettings : public UObject

Source code excerpt:

	/* Show/Hide Native Packages  */
	UPROPERTY(config)
	bool bIsShowCodePackages;
	
	/* Whether to show duplicate asset references */
	UPROPERTY(config)
	bool bIsShowDuplicates;
	
	/* Whether to filter the search results or just select them  */