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]

Location: <Workspace>/Engine/Config/BaseEngine.ini:1514, section: [/Script/Engine.StreamingSettings]

Location: <Workspace>/Engine/Config/BaseEngine.ini:1515, section: [/Script/Engine.StreamingSettings]

#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());