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Implements the Level Editor's loading and saving settings.
| Name | UEditorLoadingSavingSettings |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Classes/Settings/EditorLoadingSavingSettings.h |
| Include Path | #include "Settings/EditorLoadingSavingSettings.h" |
Syntax
UCLASS (Config=EditorPerProjectUserSettings,
AutoExpandCategories=(AutoSave, AutoReimport, Blueprints), MinimalAPI)
class UEditorLoadingSavingSettings : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEditorLoadingSavingSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UEditorLoadingSavingSettings
(
const FObjectInitializer& ObjectInitializer |
Settings/EditorLoadingSavingSettings.h |
Classes
| Name | Remarks |
|---|---|
| FSettingChangedEvent | Returns an event delegate that is executed when a setting has changed. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AutoReimportDirectorySettings | TArray< FAutoReimportDirectoryConfig > | Directories being monitored for Auto Reimport | Settings/EditorLoadingSavingSettings.h |
|
| AutoReimportThreshold | float | Settings/EditorLoadingSavingSettings.h |
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| AutoSaveInteractionDelayInSeconds | int32 | The minimum number of seconds to wait after the last user interactions (with the editor) before auto-save can trigger | Settings/EditorLoadingSavingSettings.h |
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| AutoSaveMaxBackups | int32 | How many auto save files to keep around | Settings/EditorLoadingSavingSettings.h |
|
| AutoSaveMethod | EAutoSaveMethod | What method should be used when performing an autosave? | Settings/EditorLoadingSavingSettings.h |
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| AutoSaveTimeMinutes | int32 | The time interval after which to auto save | Settings/EditorLoadingSavingSettings.h |
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| AutoSaveWarningInSeconds | int32 | The number of seconds warning before an autosave | Settings/EditorLoadingSavingSettings.h |
|
| bAutoCreateAssets | bool | Settings/EditorLoadingSavingSettings.h |
|
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| bAutoDeleteAssets | bool | Settings/EditorLoadingSavingSettings.h |
|
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| bAutomaticallyCheckoutOnAssetModification | uint32 | Whether to automatically checkout on asset modification | Settings/EditorLoadingSavingSettings.h |
|
| bAutoSaveContent | uint32 | Whether to automatically save content packages during an autosave | Settings/EditorLoadingSavingSettings.h |
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| bAutoSaveEnable | uint32 | Whether to automatically save after a time interval | Settings/EditorLoadingSavingSettings.h |
|
| bAutoSaveMaps | uint32 | Whether to automatically save maps during an autosave | Settings/EditorLoadingSavingSettings.h |
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| bDeleteSourceFilesWithAssets | bool | Internal setting to control whether we should ask the user whether we should automatically delete source files when their assets are deleted | Settings/EditorLoadingSavingSettings.h |
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| bDetectChangesOnStartup | bool | Settings/EditorLoadingSavingSettings.h |
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| bDirtyMigratedBlueprints | bool | Whether to mark blueprints dirty if they are automatically migrated during loads | Settings/EditorLoadingSavingSettings.h |
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| bForceCompilationAtStartup | uint32 | Force project compilation at startup | Settings/EditorLoadingSavingSettings.h |
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| bMonitorContentDirectories | bool | Automatically reimports textures when a change to source content is detected | Settings/EditorLoadingSavingSettings.h |
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| bPromptBeforeAutoImporting | bool | Settings/EditorLoadingSavingSettings.h |
|
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| bPromptForCheckoutOnAssetModification | uint32 | Whether to automatically prompt for SCC checkout on asset modification | Settings/EditorLoadingSavingSettings.h |
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| bSCCAutoAddNewFiles | uint32 | Auto add files to source control | Settings/EditorLoadingSavingSettings.h |
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| bSCCUseGlobalSettings | uint32 | Use global source control login settings, rather than per-project. | Settings/EditorLoadingSavingSettings.h |
|
| LoadLevelAtStartup | TEnumAsByte< ELoadLevelAtStartup::Type > | Whether to load a default example map at startup | Settings/EditorLoadingSavingSettings.h |
|
| RestoreOpenAssetTabsOnRestart | ERestoreOpenAssetTabsMethod | Whether to restore previously open assets at startup after a clean shutdown | Settings/EditorLoadingSavingSettings.h |
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| TextDiffToolPath | FFilePath | Specifies the file path to the tool to be used for diffing text files | Settings/EditorLoadingSavingSettings.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAutomaticallyCheckoutOnAssetModificationOverride | TOptional< bool > | Holds the potentially overridden value of bAutomaticallyCheckoutOnAssetModification at runtime only. | Settings/EditorLoadingSavingSettings.h | |
| SettingChangedEvent | FSettingChangedEvent | Holds an event delegate that is executed when a setting has changed. | Settings/EditorLoadingSavingSettings.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetAutomaticallyCheckoutOnAssetModification() |
Settings/EditorLoadingSavingSettings.h | ||
FSettingChangedEvent & OnSettingChanged() |
Settings/EditorLoadingSavingSettings.h | ||
void ResetAutomaticallyCheckoutOnAssetModificationOverride() |
Settings/EditorLoadingSavingSettings.h | ||
void SccHackInitialize() |
Settings/EditorLoadingSavingSettings.h | ||
void SetAutomaticallyCheckoutOnAssetModificationOverride
(
bool InValue |
Settings/EditorLoadingSavingSettings.h |
Protected
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Settings/EditorLoadingSavingSettings.h | ||
virtual void PostInitProperties() |
Settings/EditorLoadingSavingSettings.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AutoReimportDirectories_DEPRECATED | TArray< FString > | Settings/EditorLoadingSavingSettings.h |
|
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| bRestoreOpenAssetTabsOnRestart_DEPRECATED | uint32 | Whether to restore previously open assets at startup | Settings/EditorLoadingSavingSettings.h |
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