CompanyName

CompanyName

#Overview

name: CompanyName

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 5 C++ source files. Also referenced in 1 C# build file meaning it may affect the build system logic.

#Summary

#Usage in the C++ source code

The purpose of CompanyName is to store the name of the company that created the project or game. This variable is primarily used for identification and displaying purposes within the Unreal Engine environment, particularly in crash reporting and project settings.

The CompanyName variable is primarily used in the CrashReportCore module of Unreal Engine. It is also referenced in the EngineSettings module, specifically in the GeneralProjectSettings class.

The value of this variable is typically set in two ways:

  1. Through the engine configuration file (GEngineIni), where it’s read from the specified section.
  2. As a project setting that can be edited in the Unreal Engine editor under the Publisher category of General Project Settings.

The CompanyName variable interacts with other project-related variables such as CompanyDistinguishedName and is part of a larger set of project identification and publisher information.

Developers should be aware that:

  1. This variable is used in crash reports, so it’s important to set it correctly for proper identification of your project in crash logs.
  2. It’s a public-facing piece of information that may be visible to end-users in certain contexts.

Best practices when using this variable include:

  1. Setting it to an appropriate, professional company name that accurately represents your organization.
  2. Ensuring consistency between this name and other company identifiers used in your project and on various platforms.
  3. Updating it if your company name changes, to maintain accurate crash reports and project information.
  4. Consider the implications of this name being visible in crash reports when choosing what to set it to.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseGame.ini:73, section: [/Script/EngineSettings.GeneralProjectSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/CrashReportCore/Private/CrashReportCoreConfig.cpp:86

Scope (from outer to inner):

file
function     FCrashReportCoreConfig::FCrashReportCoreConfig

Source code excerpt:

	}

	if (!GConfig->GetString(*SectionName, TEXT("CompanyName"), CompanyName, GEngineIni))
	{
#if defined(CRC_DEFAULT_COMPANY_NAME)
		CompanyName = TEXT(CRC_DEFAULT_COMPANY_NAME);
#else
		CompanyName = TEXT("");
#endif
	}

#if PLATFORM_WINDOWS
	if (!GConfig->GetBool(*SectionName, TEXT("bIsAllowedToCopyFilesToClipboard"), bIsAllowedToCopyFilesToClipboard, GEngineIni))
	{

#Loc: <Workspace>/Engine/Source/Runtime/CrashReportCore/Private/CrashReportCoreConfig.cpp:140

Scope (from outer to inner):

file
function     void FCrashReportCoreConfig::SetProjectConfigOverrides

Source code excerpt:

	InConfigFile.GetBool(*SectionName, TEXT("bIsAllowedToCloseWithoutSending"), bIsAllowedToCloseWithoutSending);
	InConfigFile.GetBool(*SectionName, TEXT("bShowEndpointInTooltip"), bShowEndpointInTooltip);
	InConfigFile.GetString(*SectionName, TEXT("CompanyName"), CompanyName);
#if PLATFORM_WINDOWS
	InConfigFile.GetBool(*SectionName, TEXT("bIsAllowedToCopyFilesToClipboard"), bIsAllowedToCopyFilesToClipboard);
#endif
}

FString FCrashReportCoreConfig::GetFullCrashDumpLocationForBranch(const FString& BranchName) const

#Loc: <Workspace>/Engine/Source/Runtime/CrashReportCore/Public/CrashReportCoreConfig.h:112

Scope (from outer to inner):

file
function     const FString& GetCompanyName

Source code excerpt:

	const FString& GetCompanyName() const
	{
		return CompanyName;
	}

#if PLATFORM_WINDOWS
	bool IsAllowedToCopyFilesToClipboard() const
	{
		return bIsAllowedToCopyFilesToClipboard;

#Loc: <Workspace>/Engine/Source/Runtime/CrashReportCore/Public/CrashReportCoreConfig.h:188

Scope: file

Source code excerpt:


	/** Optional string displayed in the "allow to be contacted" text. */
	FString CompanyName;

	/** Whether to show the endpoint (reciever or datarouter url) */
	bool bShowEndpointInTooltip;

#if PLATFORM_WINDOWS
	/** Whether the user is allowed to copy the report files to the clipboard */

#Loc: <Workspace>/Engine/Source/Runtime/EngineSettings/Classes/GeneralProjectSettings.h:17

Scope (from outer to inner):

file
class        class UGeneralProjectSettings : public UObject

Source code excerpt:

	/** The name of the company (author, provider) that created the project. */
	UPROPERTY(config, EditAnywhere, Category=Publisher)
	FString CompanyName;

	/** The Distinguished Name of the company (author, provider) that created the project, which is used by publishing tools on some platforms. */
	UPROPERTY(config, EditAnywhere, Category=Publisher)
	FString CompanyDistinguishedName;

	/** The project's copyright and/or trademark notices. */

#References in C# build files

This variable is referenced in the following C# build files:

Location: <Workspace>/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/UEBuildWindows.cs:403

		/// The name of the company (author, provider) that created the project.
		/// </summary>
		[ConfigFile(ConfigHierarchyType.Game, "/Script/EngineSettings.GeneralProjectSettings", "CompanyName")]
		public string? CompanyName;

		/// <summary>
		/// The project's copyright and/or trademark notices.
		/// </summary>
		[ConfigFile(ConfigHierarchyType.Game, "/Script/EngineSettings.GeneralProjectSettings", "CopyrightNotice")]