GameFeaturesManagerClassName

GameFeaturesManagerClassName

#Overview

name: GameFeaturesManagerClassName

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>/Projects/Lyra/Config/DefaultGame.ini:35, section: [/Script/GameFeatures.GameFeaturesSubsystemSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Private/GameFeaturesSubsystem.cpp:353

Scope (from outer to inner):

file
function     void UGameFeaturesSubsystem::Initialize

Source code excerpt:

	check(!bInitializedPolicyManager && (GameSpecificPolicies == nullptr));

	const FSoftClassPath& PolicyClassPath = GetDefault<UGameFeaturesSubsystemSettings>()->GameFeaturesManagerClassName;

	UClass* SingletonClass = nullptr;
	if (!PolicyClassPath.IsNull())
	{
		SingletonClass = LoadClass<UGameFeaturesProjectPolicies>(nullptr, *PolicyClassPath.ToString());
	}

#Loc: <Workspace>/Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Public/GameFeaturesSubsystemSettings.h:22

Scope (from outer to inner):

file
class        class UGameFeaturesSubsystemSettings : public UDeveloperSettings

Source code excerpt:

	/** Name of a singleton class to spawn as the game feature project policy. If empty, it will spawn the default one (UDefaultGameFeaturesProjectPolicies) */
	UPROPERTY(config, EditAnywhere, Category=DefaultClasses, meta=(MetaClass="/Script/GameFeatures.GameFeaturesProjectPolicies", DisplayName="Game Feature Project Policy Class", ConfigRestartRequired=true))
	FSoftClassPath GameFeaturesManagerClassName;

	/** List of plugins that are forcibly enabled (e.g., via a hotfix) */
	UPROPERTY(config, EditAnywhere, Category = GameFeatures)
	TArray<FString> EnabledPlugins;

	/** List of plugins that are forcibly disabled (e.g., via a hotfix) */