PlayFromHerePlayerStartClassName

PlayFromHerePlayerStartClassName

#Overview

name: PlayFromHerePlayerStartClassName

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/BaseEditorPerProjectUserSettings.ini:221, section: [/Script/UnrealEd.LevelEditorPlaySettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/LevelEditorPlaySettings.h:219

Scope (from outer to inner):

file
class        class ULevelEditorPlaySettings : public UObject

Source code excerpt:

	/** The PlayerStart class used when spawning the player at the current camera location. */
	UPROPERTY(globalconfig)
	FString PlayFromHerePlayerStartClassName;

public:

	/** Should Play-in-Editor automatically give mouse control to the game on PIE start (default = false). Note that this does not affect VR, which will always take focus */
	UPROPERTY(config, EditAnywhere, Category=PlayInEditor, meta=(ToolTip="Give the game mouse control when PIE starts or require a click in the viewport first"))
	bool GameGetsMouseControl;

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/EditorEngine.cpp:1099

Scope (from outer to inner):

file
function     void UEditorEngine::InitializeObjectReferences

Source code excerpt:

	if ( PlayFromHerePlayerStartClass == NULL )
	{
		PlayFromHerePlayerStartClass = LoadClass<ANavigationObjectBase>(NULL, *GetDefault<ULevelEditorPlaySettings>()->PlayFromHerePlayerStartClassName, NULL, LOAD_None, NULL);
	}

#if WITH_AUTOMATION_TESTS
	if (!AutomationCommon::OnEditorAutomationMapLoadDelegate().IsBound())
	{
		AutomationCommon::OnEditorAutomationMapLoadDelegate().AddUObject(this, &UEditorEngine::AutomationLoadMap);