FixedBootOrder
FixedBootOrder
#Overview
name: FixedBootOrder
The value of this variable can be defined or overridden in .ini config files. 3
.ini config files referencing this setting variable.
It is referenced in 1
C++ source file.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEngine.ini:1513, section: [/Script/Engine.StreamingSettings]
- INI Section:
/Script/Engine.StreamingSettings
- Raw value:
/Script/Engine/Default__SoundBase
- Is Array:
True
Location: <Workspace>/Engine/Config/BaseEngine.ini:1514, section: [/Script/Engine.StreamingSettings]
- INI Section:
/Script/Engine.StreamingSettings
- Raw value:
/Script/Engine/Default__MaterialInterface
- Is Array:
True
Location: <Workspace>/Engine/Config/BaseEngine.ini:1515, section: [/Script/Engine.StreamingSettings]
- INI Section:
/Script/Engine.StreamingSettings
- Raw value:
/Script/Engine/Default__DeviceProfileManager
- Is Array:
True
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:305
Scope (from outer to inner):
file
function bool ConstructWaitingBootObjects
Source code excerpt:
}
} FixedBootOrder;
check(GIsInitialLoad && IsInGameThread());
UObject* (*BootObjectRegister)() = nullptr;
UObject* (*BootPackageObjectRegister)() = nullptr;
FName WaitingPackage;
bool bIsCDO = false;
while (FixedBootOrder.Array.Num())
{
FName ThisItem = FixedBootOrder.Array.Pop();
FScopeLock Lock(&EDLBootNotificationManagerLock);
FEDLBootObjectState* ExistingState = PathToState.Find(ThisItem);
if (!ExistingState)
{
UE_LOG(LogStreaming, Fatal, TEXT("%s was listed as a fixed load order but was not found,"), *ThisItem.ToString());