IncludeAssetPaths

IncludeAssetPaths

#Overview

name: IncludeAssetPaths

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/Config/BaseEditorSettings.ini:43, section: [/Script/UnrealEd.ContentBrowserSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/ContentBrowserSettings.h:166

Scope (from outer to inner):

file
class        class UContentBrowserSettings : public UObject
function     void SetIncludeAssetPaths

Source code excerpt:

	void SetIncludeAssetPaths(bool bInclude)
	{
		IncludeAssetPaths = bInclude;
	}

	/** Gets whether text searches should also search asset paths (instead of asset name only) */
	bool GetIncludeAssetPaths() const
	{
		return IncludeAssetPaths;
	}

	/** Sets whether text searches should also search for collection names */
	void SetIncludeCollectionNames(bool bInclude)
	{
		IncludeCollectionNames = bInclude;

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/ContentBrowserSettings.h:230

Scope (from outer to inner):

file
class        class UContentBrowserSettings : public UObject

Source code excerpt:


	UPROPERTY(config)
	bool IncludeAssetPaths;

	UPROPERTY(config)
	bool IncludeCollectionNames;

	// Holds an event delegate that is executed when a setting has changed.
	static UNREALED_API FSettingChangedEvent SettingChangedEvent;