ConsoleClassName

ConsoleClassName

#Overview

name: ConsoleClassName

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 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:124, section: [/Script/Engine.Engine]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:777

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Sets the class to use for the game console summoned with ~ */
	UPROPERTY(globalconfig, noclear, EditAnywhere, Category=DefaultClasses, meta=(MetaClass="/Script/Engine.Console", DisplayName="Console Class", ConfigRestartRequired=true))
	FSoftClassPath ConsoleClassName;

	UPROPERTY()
	TSubclassOf<class UGameViewportClient>  GameViewportClientClass;

	/** Sets the class to use for the game viewport client, which can be overridden to change game-specific input and display behavior. */
	UPROPERTY(globalconfig, noclear, EditAnywhere, Category=DefaultClasses, meta=(MetaClass="/Script/Engine.GameViewportClient", DisplayName="Game Viewport Client Class", ConfigRestartRequired=true))

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3221

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

	UPhysicalMaterial::SetEngineDefaultDestructiblePhysMaterial(DefaultPhysMaterial);

	LoadEngineClass<UConsole>(ConsoleClassName, ConsoleClass);
	LoadEngineClass<UGameViewportClient>(GameViewportClientClassName, GameViewportClientClass);
	LoadEngineClass<ULocalPlayer>(LocalPlayerClassName, LocalPlayerClass);
	LoadEngineClass<AWorldSettings>(WorldSettingsClassName, WorldSettingsClass);
	LoadEngineClass<UNavigationSystemBase>(NavigationSystemClassName, NavigationSystemClass);
	LoadEngineClass<UNavigationSystemConfig>(NavigationSystemConfigClassName, NavigationSystemConfigClass);
	if (AvoidanceManagerClassName.IsValid())