Name
Name
#Overview
name: Name
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 15605
C++ source files. Also referenced in 2
C# build files meaning it may affect the build system logic.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEngine.ini:26, section: [URL]
- INI Section:
URL
- Raw value:
Player
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseEngine.ini:3577, section: [StudioTelemetry.Log]
- INI Section:
StudioTelemetry.Log
- Raw value:
LogAnalytics
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseGame.ini:17, section: [DefaultPlayer]
- INI Section:
DefaultPlayer
- Raw value:
Player
- Is Array:
False
#References in C++ code
The name of this variable is too overloaded. There are many C++ source code (15605
callsites) referencing the name of this variable. We have to skip these details.
#References in C# build files
This variable is referenced in the following C# build files:
Location: <Workspace>/Engine/Source/Programs/UnrealGameSync/UnrealGameSync/Controls/WorkspaceControl.cs:3299
ConfigObject config = new ConfigObject(filter);
string? name = config.GetValue("Name", null);
string? pattern = config.GetValue("Pattern", null);
if (name != null && pattern != null && StreamName != null)
{
string? depotName;
if (PerforceUtils.TryGetDepotName(StreamName, out depotName))
Location: <Workspace>/Engine/Source/Programs/UnrealGameSync/UnrealGameSync/Controls/WorkspaceControl.cs:516
ConfigObject columnConfig = new ConfigObject(customColumn);
string? name = columnConfig.GetValue("Name", null);
if (name != null)
{
ColumnHeader? column;
if (nameToColumn.TryGetValue(name, out column))
{
column.Tag = columnConfig;