LyraGameDataPath
LyraGameDataPath
#Overview
name: LyraGameDataPath
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>/Projects/Lyra/Config/DefaultGame.ini:38, section: [/Script/LyraGame.LyraAssetManager]
- INI Section:
/Script/LyraGame.LyraAssetManager
- Raw value:
/Game/DefaultGameData.DefaultGameData
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Projects/Lyra/Source/LyraGame/System/LyraAssetManager.cpp:133
Scope (from outer to inner):
file
function const ULyraGameData& ULyraAssetManager::GetGameData
Source code excerpt:
const ULyraGameData& ULyraAssetManager::GetGameData()
{
return GetOrLoadTypedGameData<ULyraGameData>(LyraGameDataPath);
}
const ULyraPawnData* ULyraAssetManager::GetDefaultPawnData() const
{
return GetAsset(DefaultPawnData);
}
#Loc: <Workspace>/Projects/Lyra/Source/LyraGame/System/LyraAssetManager.h:84
Scope (from outer to inner):
file
class class ULyraAssetManager : public UAssetManager
Source code excerpt:
// Global game data asset to use.
UPROPERTY(Config)
TSoftObjectPtr<ULyraGameData> LyraGameDataPath;
// Loaded version of the game data
UPROPERTY(Transient)
TMap<TObjectPtr<UClass>, TObjectPtr<UPrimaryDataAsset>> GameDataMap;
// Pawn data used when spawning player pawns if there isn't one set on the player state.