P4EngineBasePath
P4EngineBasePath
#Overview
name: P4EngineBasePath
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:637, section: [/Script/UnrealEd.DiffAssetRegistriesCommandlet]
- INI Section:
/Script/UnrealEd.DiffAssetRegistriesCommandlet
- Raw value:
"/Engine/Content/"
- Is Array:
False
#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:233
Scope (from outer to inner):
file
class class UDiffAssetRegistriesCommandlet : public UCommandlet
Source code excerpt:
FString P4Repository;
UPROPERTY(config)
FString P4EngineBasePath;
UPROPERTY(config)
FString P4EngineAssetPath;
UPROPERTY(config)
FString P4GameBasePath;
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);