TextEditBeamCursorClassName
TextEditBeamCursorClassName
#Overview
name: TextEditBeamCursorClassName
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 1
C++ source file.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Plugins/Media/PixelStreaming/Config/BasePixelStreaming.ini:3, section: [/Script/PixelStreaming.PixelStreamingSettings]
- INI Section:
/Script/PixelStreaming.PixelStreamingSettings
- Raw value:
/PixelStreaming/TextEditBeamCursor.TextEditBeamCursor_C
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/Media/PixelStreaming/Source/PixelStreamingInput/Public/EditorPixelStreamingSettings.h:22
Scope (from outer to inner):
file
class class UPixelStreamingSettings : public UDeveloperSettings
Source code excerpt:
FSoftClassPath DefaultCursorClassName;
UPROPERTY(config, EditAnywhere, Category = PixelStreaming)
FSoftClassPath TextEditBeamCursorClassName;
/**
* Pixel Streaming can have a server-side cursor (where the cursor itself
* is shown as part of the video), or a client-side cursor (where the cursor
* is shown by the browser). In the latter case we need to turn the UE4
* cursor invisible.