GestureManagerEditorUtilityClassPath

GestureManagerEditorUtilityClassPath

#Overview

name: GestureManagerEditorUtilityClassPath

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>/Engine/Plugins/Experimental/VirtualProductionUtilities/Config/BaseVirtualProductionUtilities.ini:25, section: [/Script/VPUtilitiesEditor.VPUtilitiesEditorSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Plugins/Experimental/VirtualProductionUtilities/Source/VPUtilitiesEditor/Private/VPScoutingSubsystem.cpp:146

Scope (from outer to inner):

file
function     void UVPScoutingSubsystem::OnEngineInitComplete

Source code excerpt:

	// GestureManager needs the Take module, load it once the engine is loaded.
	GestureManager = nullptr;
	if (UClass* EditorUtilityClass = GetDefault<UVPUtilitiesEditorSettings>()->GestureManagerEditorUtilityClassPath.TryLoadClass<UVPScoutingSubsystemGestureManagerBase>())
	{
		GestureManager = NewObject<UVPScoutingSubsystemGestureManagerBase>(GetTransientPackage(), EditorUtilityClass);
	}
	else
	{
		UE_LOG(LogVPUtilitiesEditor, Warning, TEXT("Failed loading VPScoutingHelpers \"%s\""), *GetDefault<UVPUtilitiesEditorSettings>()->GestureManagerEditorUtilityClassPath.ToString());
	}

	// In debug some asset take a long time to load and crash the engine, preload those asset in async mode to prevent that
	for (const FSoftClassPath& ClassAssetPath : GetDefault<UVPUtilitiesEditorSettings>()->AdditionnalClassToLoad)
	{
		FStreamableManager& StreamableManager = UAssetManager::Get().GetStreamableManager();

#Loc: <Workspace>/Engine/Plugins/Experimental/VirtualProductionUtilities/Source/VPUtilitiesEditor/Public/VPUtilitiesEditorSettings.h:75

Scope (from outer to inner):

file
class        class UVPUtilitiesEditorSettings : public UObject

Source code excerpt:

	/** GestureManager class to use by the ScoutingSubsystem */
	UPROPERTY(config, meta = (MetaClass = "/Script/VPUtilitiesEditor.VPScoutingSubsystemGestureManagerBase"))
	FSoftClassPath GestureManagerEditorUtilityClassPath;

	/** GestureManager class to use by the ScoutingSubsystem */
	UPROPERTY(config)
	TArray<FSoftClassPath> AdditionnalClassToLoad;

	UPROPERTY(config, meta = (AllowedClasses = "/Script/Engine.StaticMesh"))