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]
- INI Section:
/Script/CommonUI.CommonUISettings
- Raw value:
/Game/UI/Foundation/RichTextData/CommonUIRichTextData.CommonUIRichTextData_C
- Is Array:
False
#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: