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]

#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);
	}