LocalPlayerClassName

LocalPlayerClassName

#Overview

name: LocalPlayerClassName

The value of this variable can be defined or overridden in .ini config files. 3 .ini config files 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:126, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:1823, section: [/Script/UnrealEd.EditorEngine]

Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:28, 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:791

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Sets the class to use for local players, which can be overridden to store game-specific information for a local player. */
	UPROPERTY(globalconfig, noclear, EditAnywhere, Category=DefaultClasses, meta=(MetaClass="/Script/Engine.LocalPlayer", DisplayName="Local Player Class", ConfigRestartRequired=true))
	FSoftClassPath LocalPlayerClassName;

	UPROPERTY()
	TSubclassOf<class AWorldSettings>  WorldSettingsClass;

	/** Sets the class to use for WorldSettings, which can be overridden to store game-specific information on map/world. */
	UPROPERTY(globalconfig, noclear, EditAnywhere, Category=DefaultClasses, meta=(MetaClass="/Script/Engine.WorldSettings", DisplayName="World Settings Class", ConfigRestartRequired=true))

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3223

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

	LoadEngineClass<UConsole>(ConsoleClassName, ConsoleClass);
	LoadEngineClass<UGameViewportClient>(GameViewportClientClassName, GameViewportClientClass);
	LoadEngineClass<ULocalPlayer>(LocalPlayerClassName, LocalPlayerClass);
	LoadEngineClass<AWorldSettings>(WorldSettingsClassName, WorldSettingsClass);
	LoadEngineClass<UNavigationSystemBase>(NavigationSystemClassName, NavigationSystemClass);
	LoadEngineClass<UNavigationSystemConfig>(NavigationSystemConfigClassName, NavigationSystemConfigClass);
	if (AvoidanceManagerClassName.IsValid())
	{
		LoadEngineClass<UAvoidanceManager>(AvoidanceManagerClassName, AvoidanceManagerClass);