EditorDomainEnabled
EditorDomainEnabled
#Overview
name: EditorDomainEnabled
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/BaseEditor.ini:436, section: [EditorDomain]
- INI Section:
EditorDomain
- Raw value:
false
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/EditorDomain/EditorDomainUtils.h:45
Scope (from outer to inner):
file
namespace UE::EditorDomain
Source code excerpt:
/** The closest native parent of (the possibly CoreRedirected target of) the class */
FTopLevelAssetPath ClosestNative;
/** EditorDomainEnabled allows everything and uses only a blocklist, so DomainUse by default is enabled. */
EDomainUse EditorDomainUse = EDomainUse::LoadEnabled | EDomainUse::SaveEnabled;
bool bNative : 1 = false;
/** bTargetIterativeEnabled uses an allowlist (with a blocklist override), so defaults to false. */
bool bTargetIterativeEnabled : 1 = false;
#Loc: <Workspace>/Engine/Source/Runtime/CoreUObject/Private/UObject/PackageResourceManager.cpp:305
Scope (from outer to inner):
file
function EEditorDomainEnabled IsEditorDomainEnabled
lambda-function
Source code excerpt:
bool bEnabledByConfig = true;
GConfig->GetBool(TEXT("EditorDomain"), TEXT("EditorDomainEnabled"), bEnabledByConfig, GEditorIni);
if (GConfig->GetBool(TEXT("CookSettings"), TEXT("EditorDomainEnabled"), bEnabledByConfig, GEditorIni))
{
UE_LOG(LogPackageResourceManager, Error,
TEXT("Editor.ini:[CookSettings]:EditorDomainEnabled is deprecated, use Editor.ini:[EditorDomain]:EditorDomainEnabled instead."));
}
return bEnabledByConfig ? EEditorDomainEnabled::PackageResourceManager : EEditorDomainEnabled::Utilities;
}();