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]
- INI Section:
UserDefinedStructure
- 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/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;