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]
- INI Section:
/Script/UnrealEd.LevelEditorPlaySettings
- Raw value:
/Script/Engine.PlayerStartPIE
- 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/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);