WorldSettingsClassName
WorldSettingsClassName
#Overview
name: WorldSettingsClassName
The value of this variable can be defined or overridden in .ini config files. 2
.ini config files referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEngine.ini:127, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Script/Engine.WorldSettings
- Is Array:
False
Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:27, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Script/LyraGame.LyraWorldSettings
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:798
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
/** Sets the class to use for WorldSettings, which can be overridden to store game-specific information on map/world. */
UPROPERTY(globalconfig, noclear, EditAnywhere, Category=DefaultClasses, meta=(MetaClass="/Script/Engine.WorldSettings", DisplayName="World Settings Class", ConfigRestartRequired=true))
FSoftClassPath WorldSettingsClassName;
UPROPERTY(globalconfig, noclear, meta=(MetaClass="/Script/NavigationSystem.NavigationSystem", DisplayName="Navigation System Class"))
FSoftClassPath NavigationSystemClassName;
/** Sets the class to use for NavigationSystem, which can be overridden to change game-specific navigation/AI behavior. */
UPROPERTY()
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3224
Scope (from outer to inner):
file
function void UEngine::InitializeObjectReferences
Source code excerpt:
LoadEngineClass<UGameViewportClient>(GameViewportClientClassName, GameViewportClientClass);
LoadEngineClass<ULocalPlayer>(LocalPlayerClassName, LocalPlayerClass);
LoadEngineClass<AWorldSettings>(WorldSettingsClassName, WorldSettingsClass);
LoadEngineClass<UNavigationSystemBase>(NavigationSystemClassName, NavigationSystemClass);
LoadEngineClass<UNavigationSystemConfig>(NavigationSystemConfigClassName, NavigationSystemConfigClass);
if (AvoidanceManagerClassName.IsValid())
{
LoadEngineClass<UAvoidanceManager>(AvoidanceManagerClassName, AvoidanceManagerClass);
}