DefaultChaosSolverActorClass

DefaultChaosSolverActorClass

#Overview

name: DefaultChaosSolverActorClass

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:3434, section: [/Script/ChaosSolverEngine.ChaosSolverSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Experimental/ChaosSolverEngine/Private/Chaos/ChaosSolverSettings.cpp:12

Scope (from outer to inner):

file
function     UClass* UChaosSolverSettings::GetSolverActorClass

Source code excerpt:

UClass* UChaosSolverSettings::GetSolverActorClass() const
{
	UClass* const SolverActorClass = DefaultChaosSolverActorClass.IsValid() ? LoadObject<UClass>(NULL, *DefaultChaosSolverActorClass.ToString()) : nullptr;
	return (SolverActorClass != nullptr) ? SolverActorClass : AChaosSolverActor::StaticClass();
}

void UChaosSolverSettings::UpdateProperty(FProperty* InProperty)
{
	UpdateAllProperties();

#Loc: <Workspace>/Engine/Source/Runtime/Experimental/ChaosSolverEngine/Public/Chaos/ChaosSolverSettings.h:24

Scope (from outer to inner):

file
class        class UChaosSolverSettings : public UDeveloperSettings, public IChaosSolverActorClassProvider

Source code excerpt:

	/** The class to use when auto-creating a default chaos solver actor */
	UPROPERTY(config, noclear, EditAnywhere, Category = GameInstance, meta = (MetaClass = "/Script/ChaosSolverEngine.ChaosSolverActor"))
	FSoftClassPath DefaultChaosSolverActorClass;

#if WITH_EDITOR
	CHAOSSOLVERENGINE_API virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif

	CHAOSSOLVERENGINE_API virtual void PostInitProperties() override;