DefaultRichTextDataClass

DefaultRichTextDataClass

#Overview

name: DefaultRichTextDataClass

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>/Projects/Lyra/Config/DefaultGame.ini:80, section: [/Script/CommonUI.CommonUISettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Plugins/Runtime/CommonUI/Source/CommonUI/Private/CommonUISettings.cpp:61

Scope (from outer to inner):

file
function     void UCommonUISettings::LoadEditorData

Source code excerpt:

		DefaultThrobberMaterialInstance = DefaultThrobberMaterial.LoadSynchronous();

		TSubclassOf<UCommonUIRichTextData> RichTextDataClass = DefaultRichTextDataClass.LoadSynchronous();
		RichTextDataInstance = RichTextDataClass.GetDefaultObject();

		if (GUObjectArray.IsDisregardForGC(this))
		{
			if (DefaultImageResourceObjectInstance)
			{

#Loc: <Workspace>/Engine/Plugins/Runtime/CommonUI/Source/CommonUI/Public/CommonUISettings.h:73

Scope (from outer to inner):

file
class        class UCommonUISettings : public UObject

Source code excerpt:

	/** The Default Data for rich text to show inline icon and others. */
	UPROPERTY(config, EditAnywhere, Category = "RichText", meta=(AllowAbstract=false))
	TSoftClassPtr<UCommonUIRichTextData> DefaultRichTextDataClass;

	/** The set of traits defined per-platform (e.g., the default input mode, whether or not you can exit the application, etc...) */
	UPROPERTY(config, EditAnywhere, Category = "Visibility", meta=(Categories="Platform.Trait", ConfigHierarchyEditable))
	TArray<FGameplayTag> PlatformTraits;

private: