bSuppressFullyLoadPrompt
bSuppressFullyLoadPrompt
#Overview
name: bSuppressFullyLoadPrompt
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:29, section: [/Script/UnrealEd.EditorPerProjectUserSettings]
- INI Section:
/Script/UnrealEd.EditorPerProjectUserSettings
- Raw value:
True
- 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/Editor/EditorPerProjectUserSettings.h:141
Scope (from outer to inner):
file
class class UEditorPerProjectUserSettings : public UObject
Source code excerpt:
/** If this is true, the user will not be asked to fully load a package before saving or before creating a new object */
UPROPERTY(config)
uint32 bSuppressFullyLoadPrompt:1;
/** True if user should be allowed to select translucent objects in perspective viewports */
UPROPERTY(config)
uint32 bAllowSelectTranslucent:1;
/** If this is true, all of an actors' components will be drawn when the actor or one of its component is selected */
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/PackageTools.cpp:243
Scope (from outer to inner):
file
function bool UPackageTools::HandleFullyLoadingPackages
Source code excerpt:
// whether or not to suppress the ask to fully load message
bool bSuppress = GetDefault<UEditorPerProjectUserSettings>()->bSuppressFullyLoadPrompt;
// Make sure they are all fully loaded.
bool bNeedsUpdate = false;
for( int32 PackageIndex=0; PackageIndex<TopLevelPackages.Num(); PackageIndex++ )
{
UPackage* TopLevelPackage = TopLevelPackages[PackageIndex];