bOrbitCameraAroundSelection

bOrbitCameraAroundSelection

#Overview

name: bOrbitCameraAroundSelection

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 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:346, section: [/Script/UnrealEd.LevelEditorViewportSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/LevelEditorViewportSettings.h:391

Scope (from outer to inner):

file
class        class ULevelEditorViewportSettings : public UObject

Source code excerpt:

	/** If enabled, the camera will orbit around the current selection in the viewport */
	UPROPERTY(EditAnywhere, config, Category = Controls, meta = (DisplayName = "Orbit camera around selection"), AdvancedDisplay)
	bool bOrbitCameraAroundSelection;

public:

	/** If enabled will use power of 2 grid settings (e.g, 1,2,4,8,16,...,1024) instead of decimal grid sizes */
	UPROPERTY(EditAnywhere, config, Category=GridSnapping, meta=(DisplayName = "Use Power of Two Snap Size"))
	bool bUsePowerOf2SnapSize;

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/EditorViewportClient.cpp:2473

Scope (from outer to inner):

file
function     void FEditorViewportClient::InputAxisForOrbit

Source code excerpt:

	FVector OrbitPoint;
	bool bHasCustomOrbitPivot = GetPivotForOrbit(OrbitPoint);
	if ( GetDefault<ULevelEditorViewportSettings>()->bOrbitCameraAroundSelection && IsOrbitRotationMode( InViewport ) && bHasCustomOrbitPivot )
	{
		// Override the default orbit behavior to allow orbiting around a given pivot
		// This uses different computations from the default orbit behavior so it must not ToggleOrbitCamera
		const bool bEnable = false;
		ToggleOrbitCamera(bEnable);