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]
- INI Section:
Core.ContentVirtualization
- Raw value:
False
- Is Array:
False
#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.
*