ScoutingSubsystemEditorUtilityClassPath
ScoutingSubsystemEditorUtilityClassPath
#Overview
name: ScoutingSubsystemEditorUtilityClassPath
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/Plugins/Experimental/VirtualProductionUtilities/Config/BaseVirtualProductionUtilities.ini:24, section: [/Script/VPUtilitiesEditor.VPUtilitiesEditorSettings]
- INI Section:
/Script/VPUtilitiesEditor.VPUtilitiesEditorSettings
- Raw value:
/VirtualProductionUtilities/BP_VPScoutingSubsystemHelpers.BP_VPScoutingSubsystemHelpers_C
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/Experimental/VirtualProductionUtilities/Source/VPUtilitiesEditor/Private/VPScoutingSubsystem.cpp:118
Scope (from outer to inner):
file
function void UVPScoutingSubsystem::Initialize
Source code excerpt:
// Load the ScoutingHelper implemented in BP. See BaseVirtualProductionUtilitites.ini
VPSubsystemHelpers = nullptr;
if (UClass* EditorUtilityClass = GetDefault<UVPUtilitiesEditorSettings>()->ScoutingSubsystemEditorUtilityClassPath.TryLoadClass<UVPScoutingSubsystemHelpersBase>())
{
VPSubsystemHelpers = NewObject<UVPScoutingSubsystemHelpersBase>(GetTransientPackage(), EditorUtilityClass);
}
else
{
UE_LOG(LogVPUtilitiesEditor, Warning, TEXT("Failed loading VPScoutingHelpers \"%s\""), *GetDefault<UVPUtilitiesEditorSettings>()->ScoutingSubsystemEditorUtilityClassPath.ToString());
}
// to do final initializations at the right time
EngineInitCompleteDelegate = FCoreDelegates::OnFEngineLoopInitComplete.AddUObject(this, &UVPScoutingSubsystem::OnEngineInitComplete);
}
#Loc: <Workspace>/Engine/Plugins/Experimental/VirtualProductionUtilities/Source/VPUtilitiesEditor/Public/VPUtilitiesEditorSettings.h:71
Scope (from outer to inner):
file
class class UVPUtilitiesEditorSettings : public UObject
Source code excerpt:
/** ScoutingSubsystem class to use for Blueprint helpers */
UPROPERTY(config, meta = (MetaClass = "/Script/VPUtilitiesEditor.VPScoutingSubsystemHelpersBase"))
FSoftClassPath ScoutingSubsystemEditorUtilityClassPath;
/** GestureManager class to use by the ScoutingSubsystem */
UPROPERTY(config, meta = (MetaClass = "/Script/VPUtilitiesEditor.VPScoutingSubsystemGestureManagerBase"))
FSoftClassPath GestureManagerEditorUtilityClassPath;
/** GestureManager class to use by the ScoutingSubsystem */