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]

#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;
	}();