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]

#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 */