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]

#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.