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API > API/Plugins > API/Plugins/DisplayClusterLaunchEditor
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDisplayClusterLaunchEditorProjectSettings
References
| Module | DisplayClusterLaunchEditor |
| Header | /Engine/Plugins/Editor/DisplayClusterLaunch/Source/DisplayClusterLaunchEditor/Public/DisplayClusterLaunchEditorProjectSettings.h |
| Include | #include "DisplayClusterLaunchEditorProjectSettings.h" |
Syntax
UCLASS&40;Config&61;DisplayClusterLaunch, defaultconfig&41;
class UDisplayClusterLaunchEditorProjectSettings : public UObject
Variables
| Type | Name | Description | |
|---|---|---|---|
| TSet< FString > | AdditionalConsoleCommands | You can specify additional console commands here to be executed after those of the Console Variable Preset are executed. | |
| TSet< FString > | AdditionalConsoleVariables | DPCvars You can specify additional console variables here to be executed after those of the Console Variable Preset are executed. | |
| bool | bCloseEditorOnLaunch | If true, the editor will be closed on session launch to optimize session performance. | |
| bool | bConnectToMultiUser | If true, this command will attempt to connect to an existing session or create a new Multi-User session with the options specified in the Multi-User Editing project settings. | |
| bool | bEnableStatNamedEvents | Enable support for Stat Named Events in Unreal Insights | |
| bool | bEnableUnrealInsights | Whether or not to enable Unreal Insights for this session | |
| TSet< FString > | CommandLineArguments | A list of command line arguments to append to the Switchboard command (e.g. messaging, fullscreen, handleensurepercent=0) Do not include the dash ("-") as this will be automatically added for you when calling the command. | |
| FSoftObjectPath | ConsoleVariablesPreset | A Console Variables Asset to always apply to your launches. | |
| FString | ExplicitSessionName | A specific session name to use when connecting to multi-user if bAutoGenerateSessionName is false. | |
| FDirectoryPath | ExplicitTraceFileSaveDirectory | Where to store the Unreal Insights Trace Files. | |
| FString | LogFileName | The name of the log file to which to write logs for the launched node. | |
| TArray< FDisplayClusterLaunchLoggingConstruct > | Logging | Which logs to include and with which verbosity level |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UDisplayClusterLaunchEditorProjectSettings
(
const FObjectInitializer& ObjectInitializer |