ObjectTools.MaxTimesToCheckSameObject
ObjectTools.MaxTimesToCheckSameObject
#Overview
name: ObjectTools.MaxTimesToCheckSameObject
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Number of times to recurse on the same object when mapping property chains to objects.
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/ObjectTools.cpp:163
Scope (from outer to inner):
file
namespace ObjectTools
Source code excerpt:
{
static int32 MaxTimesToCheckSameObject = 3;
static FAutoConsoleVariableRef CVarMaxTimesToCheckSameObject(TEXT("ObjectTools.MaxTimesToCheckSameObject"),
MaxTimesToCheckSameObject,
TEXT("Number of times to recurse on the same object when mapping property chains to objects."));
static int32 MaxRecursionDepth = 4;
static FAutoConsoleVariableRef CVarMaxRecursionDepth(TEXT("ObjectTools.MaxRecursionDepth"),
MaxRecursionDepth,
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Public/ObjectTools.h:656
Scope (from outer to inner):
file
namespace ObjectTools
Source code excerpt:
* This is useful to find out where a reference is being pulled in from.
*
* Uses the CVar ObjectTools.MaxTimesToCheckSameObject to configure how many times the same object should be checked and traversed. This is to help avoid circular dependencies.
*
* @param SourceObject - which object we will scan the properties on to attempt to find the given ObjectToSearchFor
* @param ObjectToSearchFor - which object we will look for on each property of the SourceObject
* @param OutFoundPropertyChains - an array of strings for which properties to traverse to find the ObjectToSearchFor
* @return true when the ObjectToSearchFor is found, otherwise false.
*/
UNREALED_API bool GatherPropertyChainsToObject(const UObject* SourceObject, const UObject* ObjectToSearchFor, TArray<FString>& OutFoundPropertyChains);
/**
* Batch version of UObject::GetArchetypeInstances. Can be considerably faster in large worlds when querying multiple objects with the
* same UClass, as it only traverses the world once per UClass. Null pointers are allowed for InObjects, returning an empty output.
*
* @param InObjects list of objects to query for archetype instances
* @param OutInstances per InObjects array element, receives the list of objects which have the given object in its archetype chain
*/
UNREALED_API void BatchGetArchetypeInstances(TArrayView<UObject*> InObjects, TArray<TArray<UObject*>>& OutInstances);