P4EngineAssetPath

P4EngineAssetPath

#Overview

name: P4EngineAssetPath

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/BaseEditor.ini:638, section: [/Script/UnrealEd.DiffAssetRegistriesCommandlet]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h:235

Scope (from outer to inner):

file
class        class UDiffAssetRegistriesCommandlet : public UCommandlet

Source code excerpt:

	FString P4EngineBasePath;
	UPROPERTY(config)
	FString P4EngineAssetPath;

	UPROPERTY(config)
	FString P4GameBasePath;
	UPROPERTY(config)
	FString P4GameAssetPath;
	UPROPERTY(config)

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Commandlets/DiffAssetRegistriesCommandlet.cpp:68

Scope (from outer to inner):

file
function     void UDiffAssetRegistriesCommandlet::PopulateChangelistMap

Source code excerpt:

			FillChangelists(Branch, CLRange, P4GameBasePath, P4GameAssetPath);
		}
		FillChangelists(Branch, CLRange, P4EngineBasePath, P4EngineAssetPath);
	}

	// save out the new table
	if (BestCLNum != CLNum)
	{
		CacheFile = IFileManager::Get().CreateFileWriter(*FileName);