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]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Script/Engine.LocalPlayer
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseEngine.ini:1823, section: [/Script/UnrealEd.EditorEngine]
- INI Section:
/Script/UnrealEd.EditorEngine
- Raw value:
/Script/Engine.LocalPlayer
- Is Array:
False
Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:28, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Script/LyraGame.LyraLocalPlayer
- 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: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);