GlobalCanConstructClasses
GlobalCanConstructClasses
#Overview
name: GlobalCanConstructClasses
The value of this variable can be defined or overridden in .ini config files. 2
.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/BaseEditor.ini:459, section: [EditorDomain]
- INI Section:
EditorDomain
- Raw value:
/Script/CoreUObject.MetaData
- Is Array:
True
Location: <Workspace>/Engine/Config/BaseEditor.ini:460, section: [EditorDomain]
- INI Section:
EditorDomain
- Raw value:
/Script/Engine.AssetImportData
- Is Array:
True
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/EditorDomain/EditorDomainUtils.cpp:763
Scope (from outer to inner):
file
namespace UE::EditorDomain
function void InitializeGlobalConstructClasses
Source code excerpt:
{
TArray<FString> Lines;
GConfig->GetArray(TEXT("EditorDomain"), TEXT("GlobalCanConstructClasses"), Lines, GEditorIni);
GGlobalConstructClasses.Reserve(Lines.Num());
for (const FString& Line : Lines)
{
FStringView ClassPathText(FStringView(Line).TrimStartAndEnd());
FTopLevelAssetPath ClassPath(ClassPathText);
if (ClassPath.IsValid())