bLimitSearchBreadth

bLimitSearchBreadth

#Overview

name: bLimitSearchBreadth

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 bLimitSearchBreadth is to control whether the search breadth is limited in the Reference Viewer tool within Unreal Engine’s Asset Manager Editor.

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

The value of this variable is set through the SetSearchBreadthLimitEnabled function in the UReferenceViewerSettings class. This function also saves the configuration, suggesting that the value persists across editor sessions.

bLimitSearchBreadth interacts closely with another variable, MaxSearchBreadth. While bLimitSearchBreadth determines whether the search breadth is limited, MaxSearchBreadth specifies the actual limit when bLimitSearchBreadth is true.

Developers should be aware that this variable affects the performance and visual complexity of the Reference Viewer. When enabled, it can help manage the amount of data displayed, potentially improving performance for large asset networks.

Best practices when using this variable include:

  1. Enable it (set to true) when working with large projects or complex asset relationships to prevent overwhelming visualizations.
  2. Adjust the MaxSearchBreadth value in conjunction with this setting to find the right balance between comprehensive information and manageable visuals.
  3. Consider disabling it (set to false) when needing to see the full extent of asset relationships, but be cautious with very large asset networks.
  4. Use the SetSearchBreadthLimitEnabled function to programmatically change this setting, ensuring the change is properly saved and applied.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:973, 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:11

Scope (from outer to inner):

file
function     bool UReferenceViewerSettings::IsSearchBreadthLimited

Source code excerpt:

bool UReferenceViewerSettings::IsSearchBreadthLimited() const
{
	return bLimitSearchBreadth;
}

bool UReferenceViewerSettings::IsShowSoftReferences() const
{
	return bIsShowSoftReferences;
}

#Loc: <Workspace>/Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Private/ReferenceViewer/ReferenceViewerSettings.cpp:82

Scope (from outer to inner):

file
function     void UReferenceViewerSettings::SetSearchBreadthLimitEnabled

Source code excerpt:

void UReferenceViewerSettings::SetSearchBreadthLimitEnabled(bool bNewEnabled)
{
	bLimitSearchBreadth = bNewEnabled;
	SaveConfig();
}

void UReferenceViewerSettings::SetShowSoftReferencesEnabled(bool bNewEnabled)
{
	bIsShowSoftReferences = bNewEnabled;

#Loc: <Workspace>/Engine/Plugins/Editor/AssetManagerEditor/Source/AssetManagerEditor/Public/ReferenceViewer/ReferenceViewerSettings.h:133

Scope (from outer to inner):

file
class        class UReferenceViewerSettings : public UObject

Source code excerpt:

	/* Whether or not to limit how many siblings can appear */
	UPROPERTY(config)
	bool bLimitSearchBreadth;
	
	/* The max number of siblings that can appear from a node */
	UPROPERTY(config)
	int32 MaxSearchBreadth;
	
	/* Whether or not to filter from a collection */