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]
- INI Section:
/Script/UnrealEd.LevelEditorMiscSettings
- Raw value:
Class'/Script/Engine.LevelStreamingDynamic'
- Is Array:
False
#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 );