NumObjectsToLoadBeforeWarning

NumObjectsToLoadBeforeWarning

#Overview

name: NumObjectsToLoadBeforeWarning

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>/Engine/Config/BaseEditorSettings.ini:21, section: [/Script/UnrealEd.ContentBrowserSettings]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Developer/AssetTools/Private/AssetViewUtils.cpp:217

Scope (from outer to inner):

file
function     AssetViewUtils::ELoadAssetsResult AssetViewUtils::LoadAssetsIfNeeded

Source code excerpt:

	}

	if (Settings.bAlwaysPromptBeforeLoading || UnloadedObjectPaths.Num() > GetDefault<UContentBrowserSettings>()->NumObjectsToLoadBeforeWarning)
	{
		EAppReturnType::Type Decision = FMessageDialog::Open(EAppMsgType::YesNo,
			FText::Format(LOCTEXT("LoadingManyAssets", "About to load {0} assets. Are you sure you want to continue?"), UnloadedObjectPaths.Num()),
			LOCTEXT("LoadingManyAssetsTitle", "Loading Many Assets"));

		switch (Decision)

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/ContentBrowserSettings.h:23

Scope (from outer to inner):

file
class        class UContentBrowserSettings : public UObject

Source code excerpt:

	/** The number of objects to load at once in the Content Browser before displaying a warning about loading many assets */
	UPROPERTY(EditAnywhere, config, Category=ContentBrowser, meta=(DisplayName = "Assets to Load at Once Before Warning", ClampMin = "1"))
	int32 NumObjectsToLoadBeforeWarning;

	/** Whether to render thumbnails for loaded assets in real-time in the Content Browser */
	UPROPERTY(config)
	bool RealTimeThumbnails;

	/** Whether to display folders in the asset view of the content browser. Note that this implies 'Show Only Assets in Selected Folders'. */