| bAllowLateJoinInPIE |
bool |
Enable late joining in PIE |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=PIE
- Meta=(DisplayName="Allow late joining")
|
| bAllowPotentiallyUnsafePropertyEditing |
bool |
Allows editing of potentially unsafe properties during PIE. Advanced use only - use with caution. |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Tools
- Meta=(DisplayName="Allow editing of potentially unsafe properties.")
|
| bBreakOnExceptions |
bool |
Break on Exceptions allows you to trap Access Nones and other exceptional events in Blueprints. |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Blueprints
- Meta=(DisplayName="Blueprint Break on Exceptions")
|
| bContextMenuChunkAssignments |
bool |
Allows ChunkIDs to be assigned to assets to via the content browser context menu. |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=UserInterface
- Meta=(DisplayName="Allow ChunkID Assignments")
|
| bDisableCookInEditor |
bool |
Cooking in the editor is deprecated in 5.7; it has never been updated to support WorldPartition and we are removing support for it entirely in a future release. |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Cooking
- Meta=(DisplayName="Disable Cook In The Editor feature (cooks from launch on will be run in a separate process if disabled)", ConfigRestartRequired=true)
|
| bDrawMidpointArrowsInBlueprints |
bool |
Should arrows indicating data/execution flow be drawn halfway along wires? |
Settings/EditorExperimentalSettings.h |
|
| bEnableAsyncGroomBindingCompilation |
bool |
Enable async groom binding compilation to improve import and map load time performance when compilation is required |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Performance
- Meta=(DisplayName="Enable async groom binding compilation and loading")
|
| bEnableAsyncSkeletalMeshCompilation |
bool |
Enable async skeletal mesh compilation to improve import and map load time performance when compilation is required |
Settings/EditorExperimentalSettings.h |
|
| bEnableAsyncSkinnedAssetCompilation |
bool |
Enable async skinned asset compilation to improve import and map load time performance when compilation is required |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Performance
- Meta=(DisplayName="Enable async skinned asset compilation and loading")
|
| bEnableAsyncSoundWaveCompilation |
bool |
Enable async sound compilation to improve import and map load time performance when compilation is required |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Performance
- Meta=(DisplayName="Enable async sound compilation and loading")
|
| bEnableAsyncStaticMeshCompilation |
bool |
Enable async static mesh compilation to improve import and map load time performance when compilation is required |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Performance
- Meta=(DisplayName="Enable async static mesh compilation and loading")
|
| bEnableAsyncTextureCompilation |
bool |
Enable async texture compilation to improve PIE and map load time performance when compilation is required |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Performance
- Meta=(DisplayName="Enable async texture compilation and loading")
|
| bEnableLevelInstanceLandscapeEdit |
bool |
Allows editing of landscapes inside an editing level instance. |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=LevelInstance
|
| bEnableLevelInstancePropertyOverrides |
bool |
|
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=LevelInstance
|
| bEnableLongPathsSupport |
bool |
Allows creation of assets with paths longer than 260 characters. |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category="Content Browser"
- Meta=(DisplayName="Enable support for long paths (> 260 characters)")
|
| bEnableMultithreadedLightmapEncoding |
bool |
Enable multithreaded lightmap encoding (decreases time taken to encode lightmaps) |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=LightingBuilds
- Meta=(DisplayName="Enable Multithreaded lightmap encoding")
|
| bEnableMultithreadedShadowmapEncoding |
bool |
Enable multithreaded shadow map encoding (decreases time taken to encode shadow maps) |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=LightingBuilds
- Meta=(DisplayName="Enable Multithreaded shadowmap encoding")
|
| bEnableProjectLauncherExtensions |
bool |
Enables Extensions for the new Project Launcher |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Tools
|
| bEnableStandaloneHLOD |
bool |
|
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=WorldPartition
|
| bEnableTranslationPicker |
bool |
Allows usage of the Translation Picker |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Tools
- Meta=(DisplayName="Translation Picker")
|
| bEnableWorldPartitionActorFilters |
bool |
|
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=WorldPartition
|
| bEnableWorldPartitionExternalDataLayers |
bool |
|
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=WorldPartition
|
| bExampleLayersAndBlends |
bool |
When creating new Material Layers and Material Layer Blends, set up example graphs. |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Materials
|
| bFacialAnimationImporter |
bool |
Enable experimental bulk facial animation importer (found in Developer Tools menu, requires editor restart) |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Tools
- Meta=(ConfigRestartRequired=true)
|
| bHDREditor |
bool |
Allows the editor to run on HDR monitors on Windows 10 |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=HDR
- Meta=(ConfigRestartRequired=true, DisplayName="Enable Editor Support for HDR Monitors")
|
| bMobilePIEPreviewDeviceLaunch |
bool |
Enable experimental PIE preview device launch |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=PIE
- Meta=(DisplayName="Enable mobile PIE with preview device launch options.")
|
| bProceduralFoliage |
bool |
Allows usage of the procedural foliage system |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Foliage
- Meta=(DisplayName="Procedural Foliage")
|
| bProjectCustomBuildTools |
bool |
Shows the option to import a custom project launcher profile in the project packaging 'custom builds' section |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Tools
- Meta=(DisplayName="Enable tools in Packaging Settings -> Additional builds for this project")
|
| bSharedCookedBuilds |
bool |
|
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Cooking
- Meta=(DisplayName="Use shared cooked builds in launch on", ConfigRestartRequired=true)
|
| bTextAssetFormatSupport |
bool |
Enables in-editor support for text asset formats |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Core
|
| bToolbarCustomization |
bool |
Allows for customization of toolbars and menus throughout the editor |
Settings/EditorExperimentalSettings.h |
|
| bUseOpenCLForConvexHullDecomp |
bool |
Whether to use OpenCL to accelerate convex hull decomposition (uses GPU to decrease time taken to decompose meshes, currently only available on Mac OS X) |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Tools
- Meta=(DisplayName="Use OpenCL for convex hull decomposition")
|
| bVirtualizedAssetRehydration |
bool |
Enables in-editor support for rehydrating virtualized assets |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=Core
|
| ConsoleForGamepadLabels |
TEnumAsByte< EConsoleForGamepadLabels::Type > |
Specify which console-specific nomenclature to use for gamepad label text |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=UserInterface
- Meta=(DisplayName="Console for Gamepad Labels")
|
| HDREditorNITLevel |
float |
The brightness of the slate UI on HDR monitors |
Settings/EditorExperimentalSettings.h |
- EditAnywhere
- Config
- Category=HDR
- Meta=(ClampMin="100.0", ClampMax="300.0", UIMin="100.0", UIMax="300.0")
|