LevelScriptActorClassName
LevelScriptActorClassName
#Overview
name: LevelScriptActorClassName
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:132, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Script/Engine.LevelScriptActor
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:848
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
/** Sets the Level Script Actor class, which can be overridden to allow game-specific behavior in per-map blueprint scripting */
UPROPERTY(globalconfig, noclear, EditAnywhere, Category=DefaultClasses, meta=(MetaClass="/Script/Engine.LevelScriptActor", DisplayName="Level Script Actor Class", ConfigRestartRequired=true))
FSoftClassPath LevelScriptActorClassName;
/** Sets the base class to use for new blueprints created in the editor, configurable on a per-game basis */
UPROPERTY(globalconfig, noclear, EditAnywhere, Category=DefaultClasses, meta=(MetaClass="/Script/CoreUObject.Object", DisplayName="Default Blueprint Base Class", AllowAbstract, BlueprintBaseOnly), AdvancedDisplay)
FSoftClassPath DefaultBlueprintBaseClassName;
/** Sets the class for a global object spawned at startup to handle game-specific data. If empty, it will not spawn one */
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3232
Scope (from outer to inner):
file
function void UEngine::InitializeObjectReferences
Source code excerpt:
}
LoadEngineClass<UGameUserSettings>(GameUserSettingsClassName, GameUserSettingsClass);
LoadEngineClass<ALevelScriptActor>(LevelScriptActorClassName, LevelScriptActorClass);
// It is valid for physics collision handler to be None
if (PhysicsCollisionHandlerClassName.IsValid())
{
LoadEngineClass<UPhysicsCollisionHandler>(PhysicsCollisionHandlerClassName, PhysicsCollisionHandlerClass);
}