EditorHashDefaultClass

EditorHashDefaultClass

#Overview

name: EditorHashDefaultClass

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/BaseEngine.ini:3585, section: [/Script/Engine.WorldPartitionSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/WorldPartition/WorldPartitionSettings.h:19

Scope (from outer to inner):

file
class        class UWorldPartitionSettings : public UDeveloperSettings
function     TSubclassOf<UWorldPartitionEditorHash> GetEditorHashDefaultClass

Source code excerpt:

	bool GetNewMapsEnableWorldPartitionStreaming() const { return bNewMapsEnableWorldPartitionStreaming; }
	
	TSubclassOf<UWorldPartitionEditorHash> GetEditorHashDefaultClass() const { return EditorHashDefaultClass; }
	TSubclassOf<UWorldPartitionRuntimeHash> GetRuntimeHashDefaultClass() const { return RuntimeHashDefaultClass; }

protected:
	/** Set the default logical operator for actor data layers activation for new maps */
	UPROPERTY(EditAnywhere, Config, Category = WorldPartition)
	EWorldPartitionDataLayersLogicOperator NewMapsDataLayersLogicOperator = EWorldPartitionDataLayersLogicOperator::Or;

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/WorldPartition/WorldPartitionSettings.h:37

Scope (from outer to inner):

file
class        class UWorldPartitionSettings : public UDeveloperSettings

Source code excerpt:

	/** Set the default editor hash class to use for the editor */
	UPROPERTY(Config)
	TSubclassOf<UWorldPartitionEditorHash> EditorHashDefaultClass;

	/** Set the default runtime hash class to use for new maps  */
	UPROPERTY(EditAnywhere, Config, NoClear, Category = WorldPartition)
	TSubclassOf<UWorldPartitionRuntimeHash> RuntimeHashDefaultClass;
};