bIsShowEditorOnlyReferences

bIsShowEditorOnlyReferences

#Overview

name: bIsShowEditorOnlyReferences

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 bIsShowEditorOnlyReferences is to control the visibility of editor-only references in the Reference Viewer tool within Unreal Engine’s Asset Manager Editor plugin. This setting variable is used to toggle the display of references that are only relevant in the editor environment and not in the final packaged game.

This setting variable is primarily used by the Asset Manager Editor plugin, specifically within the Reference Viewer subsystem. It is part of the UReferenceViewerSettings class, which manages various configuration options for the Reference Viewer tool.

The value of this variable is set through the SetShowEditorOnlyReferencesEnabled function in the UReferenceViewerSettings class. This function not only sets the value but also saves the configuration, ensuring the setting persists between editor sessions.

The bIsShowEditorOnlyReferences variable interacts with other settings in the UReferenceViewerSettings class, such as bIsShowManagementReferences, which controls the visibility of management assets like PrimaryAssetIds.

Developers should be aware that this variable affects the visualization of asset dependencies in the Reference Viewer. When enabled, it shows references that are only relevant in the editor, which can be useful for understanding the full scope of asset relationships but may clutter the view with information not pertinent to the runtime behavior of the game.

Best practices when using this variable include:

  1. Enable it when debugging editor-specific asset relationships or when trying to understand the full dependency chain of an asset.
  2. Disable it when focusing on runtime-relevant dependencies to get a clearer picture of what references will exist in the packaged game.
  3. Consider the performance impact of showing additional references, especially for complex projects with many assets.
  4. Use it in conjunction with other Reference Viewer settings to create custom views tailored to specific asset management tasks.
  5. Remember to communicate the state of this setting to team members when sharing Reference Viewer results, as it can significantly affect the visible dependencies.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:977, 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:46

Scope (from outer to inner):

file
function     bool UReferenceViewerSettings::IsShowEditorOnlyReferences

Source code excerpt:

bool UReferenceViewerSettings::IsShowEditorOnlyReferences() const
{
	return bIsShowEditorOnlyReferences;
}

bool UReferenceViewerSettings::IsShowManagementReferences() const
{
	return bIsShowManagementReferences;
}

#Loc: <Workspace>/Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Private/ReferenceViewer/ReferenceViewerSettings.cpp:124

Scope (from outer to inner):

file
function     void UReferenceViewerSettings::SetShowEditorOnlyReferencesEnabled

Source code excerpt:

void UReferenceViewerSettings::SetShowEditorOnlyReferencesEnabled(bool bNewEnabled)
{
	bIsShowEditorOnlyReferences = bNewEnabled;
	SaveConfig();
}

void UReferenceViewerSettings::SetShowManagementReferencesEnabled(bool bNewEnabled)
{
	bIsShowManagementReferences = bNewEnabled;

#Loc: <Workspace>/Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Public/ReferenceViewer/ReferenceViewerSettings.h:157

Scope (from outer to inner):

file
class        class UReferenceViewerSettings : public UObject

Source code excerpt:

	/* Show/Hide EditorOnly References */
	UPROPERTY(config)
	bool bIsShowEditorOnlyReferences;
	
	/* Show/Hide Management Assets (i.e. PrimaryAssetIds) */
	UPROPERTY(config)
	bool bIsShowManagementReferences;
	
	/* Show/Hide Searchable Names (i.e. Gameplay Tags) */