bIsShowManagementReferences

bIsShowManagementReferences

#Overview

name: bIsShowManagementReferences

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 bIsShowManagementReferences is to control the visibility of Management Assets (such as PrimaryAssetIds) in the Reference Viewer tool within the Unreal Engine editor. This setting is part of the Asset Management system, which helps developers organize and manage game assets efficiently.

This setting variable is primarily used by the Asset Manager Editor plugin, specifically within the Reference Viewer functionality. The Reference Viewer is a tool that allows developers to visualize and navigate the dependencies and references between different assets in their project.

The value of this variable is set through the UReferenceViewerSettings class, which is a UObject-derived class that stores configuration settings for the Reference Viewer. The SetShowManagementReferencesEnabled() function is used to update this setting, and it also saves the configuration to persist the change.

This variable interacts with other settings in the UReferenceViewerSettings class, such as bIsShowSearchableNames, which controls the visibility of Searchable Names (like Gameplay Tags) in the Reference Viewer.

Developers should be aware that this setting affects the amount of information displayed in the Reference Viewer. Enabling it will show management references, which can be helpful for understanding asset dependencies but may also increase the complexity of the view.

Best practices when using this variable include:

  1. Consider enabling it when working on asset management and organization tasks to get a comprehensive view of asset relationships.
  2. Disable it when focusing on specific asset dependencies to reduce visual clutter.
  3. Use it in conjunction with other Reference Viewer settings to customize the tool’s output based on the current development needs.
  4. Remember that changes to this setting are saved to the configuration, so it will persist between editor sessions.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:978, 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:51

Scope (from outer to inner):

file
function     bool UReferenceViewerSettings::IsShowManagementReferences

Source code excerpt:

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

bool UReferenceViewerSettings::IsShowSearchableNames() const
{
	return bIsShowSearchableNames;
}

#Loc: <Workspace>/Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Private/ReferenceViewer/ReferenceViewerSettings.cpp:130

Scope (from outer to inner):

file
function     void UReferenceViewerSettings::SetShowManagementReferencesEnabled

Source code excerpt:

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

void UReferenceViewerSettings::SetShowSearchableNames(bool bNewEnabled)
{
	bIsShowSearchableNames = bNewEnabled;

#Loc: <Workspace>/Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Public/ReferenceViewer/ReferenceViewerSettings.h:161

Scope (from outer to inner):

file
class        class UReferenceViewerSettings : public UObject

Source code excerpt:

	/* Show/Hide Management Assets (i.e. PrimaryAssetIds) */
	UPROPERTY(config)
	bool bIsShowManagementReferences;
	
	/* Show/Hide Searchable Names (i.e. Gameplay Tags) */
	UPROPERTY(config)
	bool bIsShowSearchableNames;
	
	/* Show/Hide Native Packages  */