DefaultLevelStreamingClass

DefaultLevelStreamingClass

#Overview

name: DefaultLevelStreamingClass

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/BaseEditorPerProjectUserSettings.ini:218, section: [/Script/UnrealEd.LevelEditorMiscSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/LevelEditorMiscSettings.h:76

Scope (from outer to inner):

file
class        class ULevelEditorMiscSettings : public UDeveloperSettings

Source code excerpt:

	/** The default level streaming class to use when adding new streaming levels */
	UPROPERTY(EditAnywhere, config, Category=Levels)
	TSubclassOf<ULevelStreaming> DefaultLevelStreamingClass;

	UPROPERTY(EditAnywhere, config, Category = Levels)
	bool bPromptWhenAddingToLevelBeforeCheckout;

	UPROPERTY(EditAnywhere, config, Category = Levels)
	bool bPromptWhenAddingToLevelOutsideBounds;

#Loc: <Workspace>/Engine/Source/Editor/WorldBrowser/Private/StreamingLevels/StreamingLevelCollectionModel.cpp:33

Scope (from outer to inner):

file
function     FStreamingLevelCollectionModel::FStreamingLevelCollectionModel

Source code excerpt:

	, bAssetDialogOpen(false)
{
	const TSubclassOf<ULevelStreaming> DefaultLevelStreamingClass = GetDefault<ULevelEditorMiscSettings>()->DefaultLevelStreamingClass;
	if ( DefaultLevelStreamingClass )
	{
		AddedLevelStreamingClass = DefaultLevelStreamingClass;
	}
}

FStreamingLevelCollectionModel::~FStreamingLevelCollectionModel()
{
	GEditor->UnregisterForUndo( this );