ObjectTools.MaxTimesToCheckSameObject

ObjectTools.MaxTimesToCheckSameObject

#Overview

name: ObjectTools.MaxTimesToCheckSameObject

This variable is created as a Console Variable (cvar).

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);