CommonEditorMaps

CommonEditorMaps

#Overview

name: CommonEditorMaps

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 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Projects/Lyra/Config/DefaultEditorPerProjectUserSettings.ini:26, section: [/Script/LyraGame.LyraDeveloperSettings]

Location: <Workspace>/Projects/Lyra/Config/DefaultEditorPerProjectUserSettings.ini:27, section: [/Script/LyraGame.LyraDeveloperSettings]

Location: <Workspace>/Projects/Lyra/Config/DefaultEditorPerProjectUserSettings.ini:28, section: [/Script/LyraGame.LyraDeveloperSettings]

Location: <Workspace>/Projects/Lyra/Config/DefaultEditorPerProjectUserSettings.ini:29, section: [/Script/LyraGame.LyraDeveloperSettings]

Location: <Workspace>/Projects/Lyra/Config/DefaultEditorPerProjectUserSettings.ini:30, section: [/Script/LyraGame.LyraDeveloperSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Projects/Lyra/Source/LyraEditor/LyraEditor.cpp:110

Scope (from outer to inner):

file
function     static bool CanShowCommonMaps

Source code excerpt:

static bool CanShowCommonMaps()
{
	return HasNoPlayWorld() && !GetDefault<ULyraDeveloperSettings>()->CommonEditorMaps.IsEmpty();
}

static TSharedRef<SWidget> GetCommonMapsDropdown()
{
	FMenuBuilder MenuBuilder(true, nullptr);
	
	for (const FSoftObjectPath& Path : GetDefault<ULyraDeveloperSettings>()->CommonEditorMaps)
	{
		if (!Path.IsValid())
		{
			continue;
		}
		

#Loc: <Workspace>/Projects/Lyra/Source/LyraGame/Development/LyraDeveloperSettings.h:88

Scope (from outer to inner):

file
class        class ULyraDeveloperSettings : public UDeveloperSettingsBackedByCVars

Source code excerpt:

	/** A list of common maps that will be accessible via the editor detoolbar */
	UPROPERTY(config, EditAnywhere, BlueprintReadOnly, Category=Maps, meta=(AllowedClasses="/Script/Engine.World"))
	TArray<FSoftObjectPath> CommonEditorMaps;
#endif
	
#if WITH_EDITOR
public:
	// Called by the editor engine to let us pop reminder notifications when cheats are active
	LYRAGAME_API void OnPlayInEditorStarted() const;