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]
- INI Section:
/Script/UnrealEd.ContentBrowserSettings
- Raw value:
True
- Is Array:
False
#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;