bUseUserDefinedStructure

bUseUserDefinedStructure

#Overview

name: bUseUserDefinedStructure

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 1 C++ source file.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEditor.ini:308, section: [UserDefinedStructure]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Kismet2/StructureEditorUtils.cpp:536

Scope (from outer to inner):

file
function     bool FStructureEditorUtils::UserDefinedStructEnabled

Source code excerpt:

bool FStructureEditorUtils::UserDefinedStructEnabled()
{
	static FBoolConfigValueHelper UseUserDefinedStructure(TEXT("UserDefinedStructure"), TEXT("bUseUserDefinedStructure"));
	return UseUserDefinedStructure;
}

void FStructureEditorUtils::RecreateDefaultInstanceInEditorData(UUserDefinedStruct* Struct)
{
	UUserDefinedStructEditorData* StructEditorData = Struct ? CastChecked<UUserDefinedStructEditorData>(Struct->EditorData) : nullptr;