GameplayMessageSubsystem.LogMessages
GameplayMessageSubsystem.LogMessages
#Overview
name: GameplayMessageSubsystem.LogMessages
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Should messages broadcast through the gameplay message subsystem be logged?
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Projects/Lyra/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/Private/GameFramework/GameplayMessageSubsystem.cpp:16
Scope (from outer to inner):
file
namespace UE
namespace GameplayMessageSubsystem
Source code excerpt:
{
static int32 ShouldLogMessages = 0;
static FAutoConsoleVariableRef CVarShouldLogMessages(TEXT("GameplayMessageSubsystem.LogMessages"),
ShouldLogMessages,
TEXT("Should messages broadcast through the gameplay message subsystem be logged?"));
}
}
//////////////////////////////////////////////////////////////////////
#Loc: <Workspace>/Projects/Lyra/Source/LyraGame/Development/LyraDeveloperSettings.h:82
Scope (from outer to inner):
file
class class ULyraDeveloperSettings : public UDeveloperSettingsBackedByCVars
Source code excerpt:
// Should messages broadcast through the gameplay message subsystem be logged?
UPROPERTY(config, EditAnywhere, Category=GameplayMessages, meta=(ConsoleVariable="GameplayMessageSubsystem.LogMessages"))
bool LogGameplayMessages = false;
#if WITH_EDITORONLY_DATA
/** A list of common maps that will be accessible via the editor detoolbar */
UPROPERTY(config, EditAnywhere, BlueprintReadOnly, Category=Maps, meta=(AllowedClasses="/Script/Engine.World"))
TArray<FSoftObjectPath> CommonEditorMaps;