ClassBlockList

ClassBlockList

#Overview

name: ClassBlockList

The value of this variable can be defined or overridden in .ini config files. 5 .ini config files 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:441, section: [EditorDomain]

Location: <Workspace>/Engine/Config/BaseEditor.ini:442, section: [EditorDomain]

Location: <Workspace>/Engine/Config/BaseEditor.ini:443, section: [EditorDomain]

Location: <Workspace>/Engine/Config/BaseEditor.ini:444, section: [EditorDomain]

Location: <Workspace>/Engine/Config/BaseEditor.ini:445, section: [EditorDomain]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/EditorDomain/EditorDomainUtils.cpp:916

Scope (from outer to inner):

file
namespace    UE::EditorDomain
function     TMap<FTopLevelAssetPath, EDomainUse> ConstructClassBlockedUses

Source code excerpt:

	TArray<FString> LoadBlockListArray;
	TArray<FString> SaveBlockListArray;
	GConfig->GetArray(TEXT("EditorDomain"), TEXT("ClassBlockList"), BlockListArray, GEditorIni);
	GConfig->GetArray(TEXT("EditorDomain"), TEXT("ClassLoadBlockList"), LoadBlockListArray, GEditorIni);
	GConfig->GetArray(TEXT("EditorDomain"), TEXT("ClassSaveBlockList"), SaveBlockListArray, GEditorIni);
	for (TArray<FString>* Array : { &BlockListArray, &LoadBlockListArray, &SaveBlockListArray })
	{
		EDomainUse BlockedUse = Array == &BlockListArray	?	(EDomainUse::LoadEnabled | EDomainUse::SaveEnabled) : (
			Array == &LoadBlockListArray					?	EDomainUse::LoadEnabled : (