InitPreSlate

InitPreSlate

#Overview

name: InitPreSlate

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/BaseEngine.ini:1462, section: [Core.ContentVirtualization]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Core/Private/Virtualization/VirtualizationSystem.cpp:352

Scope (from outer to inner):

file
namespace    UE::Virtualization
function     bool ShouldInitializePreSlate

Source code excerpt:

{
	bool bInitBeforeSlate = false;
	GConfig->GetBool(TEXT("Core.ContentVirtualization"), TEXT("InitPreSlate"), bInitBeforeSlate, GEngineIni);

	return bInitBeforeSlate;
}

void Shutdown()
{

#Loc: <Workspace>/Engine/Source/Runtime/Core/Public/Virtualization/VirtualizationSystem.h:514

Scope (from outer to inner):

file
namespace    UE::Virtualization

Source code excerpt:

 * 
 * This function exists so that a project could opt into the original behavior by setting the 
 * config file value "engine.ini:[Core.ContentVirtualization]:InitPreSlate=true"
 * This is only provided as a way for teams to quickly fix any issue that the later initialization
 * might cause and is not a long term feature. This will be deprecated and removed in future releases.
 * 
 * Note that this is only really supported in the editor as we use the global config file, not one
 * provided. Standalone programs should just initialize the system as needed.
 */
CORE_API bool ShouldInitializePreSlate();

/**
 * Shutdowns the global IVirtualizationSystem if it exists. 
 * Calling this is optional as the system will shut itself down along with the rest of the engine.
 */
CORE_API void Shutdown();

/** 
 * The base interface for the virtualization system. An Epic maintained version can be found in the Virtualization module.
 * To implement your own, simply derived from this interface and then use the
 * UE_REGISTER_VIRTUALIZATION_SYSTEM macro in the cpp to register it as an option. 
 * You can then set the config file option [Core.ContentVirtualization]SystemName=FooBar, where FooBar should be the 
 * SystemName parameter you used when registering with the macro.
 *