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]
- INI Section:
/Script/UnrealEd.LevelEditorViewportSettings
- Raw value:
False
- Is Array:
False
#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);