GameplayMessageSubsystem.LogMessages

GameplayMessageSubsystem.LogMessages

#Overview

name: GameplayMessageSubsystem.LogMessages

This variable is created as a Console Variable (cvar).

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;