DefaultBlueprintBaseClassName
DefaultBlueprintBaseClassName
#Overview
name: DefaultBlueprintBaseClassName
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:133, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Script/Engine.Actor
- 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/Factories/EditorFactories.cpp:7059
Scope (from outer to inner):
file
function UBlueprintFactory::UBlueprintFactory
Source code excerpt:
// Look in the config file to determine what the default base class is, if any
FString ClassPath;
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("DefaultBlueprintBaseClassName"), /*out*/ ClassPath, GEngineIni);
UClass* DefaultParentClass = !ClassPath.IsEmpty()
? LoadClass<UObject>(nullptr, *ClassPath, nullptr, LOAD_None, nullptr)
: nullptr;
if( !DefaultParentClass || !FKismetEditorUtilities::CanCreateBlueprintOfClass(DefaultParentClass) )
{
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:852
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
/** Sets the base class to use for new blueprints created in the editor, configurable on a per-game basis */
UPROPERTY(globalconfig, noclear, EditAnywhere, Category=DefaultClasses, meta=(MetaClass="/Script/CoreUObject.Object", DisplayName="Default Blueprint Base Class", AllowAbstract, BlueprintBaseOnly), AdvancedDisplay)
FSoftClassPath DefaultBlueprintBaseClassName;
/** Sets the class for a global object spawned at startup to handle game-specific data. If empty, it will not spawn one */
UPROPERTY(globalconfig, noclear, EditAnywhere, Category=DefaultClasses, meta=(MetaClass="/Script/CoreUObject.Object", DisplayName="Game Singleton Class", ConfigRestartRequired=true), AdvancedDisplay)
FSoftClassPath GameSingletonClassName;
/** A UObject spawned at initialization time to handle game-specific data */