bIsShowSearchableNames

bIsShowSearchableNames

#Overview

name: bIsShowSearchableNames

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 bIsShowSearchableNames is to control the visibility of searchable names (such as Gameplay Tags) in the Reference Viewer, which is a part of the Asset Manager Editor plugin in Unreal Engine 5.

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

The value of this variable is set through the SetShowSearchableNames() 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 bIsShowSearchableNames variable interacts with other settings in the UReferenceViewerSettings class, such as bIsShowCodePackages, which controls the visibility of native packages in the Reference Viewer.

Developers should be aware that this variable affects the user interface of the Reference Viewer. When enabled, it allows users to see searchable names like Gameplay Tags in the viewer, which can be crucial for understanding asset relationships and dependencies.

Best practices when using this variable include:

  1. Providing a user-friendly way to toggle this setting in the editor UI, allowing users to customize their Reference Viewer experience.
  2. Considering performance implications when showing searchable names, especially for projects with a large number of assets or complex dependency graphs.
  3. Documenting the effect of this setting in user guides or tooltips to help team members understand its purpose and impact.
  4. Using the IsShowSearchableNames() getter method to check the current state of this setting before performing related operations in custom editor tools or extensions.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:979, 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:56

Scope (from outer to inner):

file
function     bool UReferenceViewerSettings::IsShowSearchableNames

Source code excerpt:

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

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

#Loc: <Workspace>/Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Private/ReferenceViewer/ReferenceViewerSettings.cpp:136

Scope (from outer to inner):

file
function     void UReferenceViewerSettings::SetShowSearchableNames

Source code excerpt:

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

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

#Loc: <Workspace>/Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Public/ReferenceViewer/ReferenceViewerSettings.h:165

Scope (from outer to inner):

file
class        class UReferenceViewerSettings : public UObject

Source code excerpt:

	/* Show/Hide Searchable Names (i.e. Gameplay Tags) */
	UPROPERTY(config)
	bool bIsShowSearchableNames;
	
	/* Show/Hide Native Packages  */
	UPROPERTY(config)
	bool bIsShowCodePackages;
	
	/* Whether to show duplicate asset references */