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Class LevelEditorPlaySettings

Implements the Editor's play settings.

Inheritance
System.Object
UObject
LevelEditorPlaySettings
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.UnrealEd
Assembly: UE4DotNet.dll
Syntax
public class LevelEditorPlaySettings : UObject

Properties

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AutoConnectToServer

Declaration
public bool AutoConnectToServer { get; set; }
Property Value
Type Description
System.Boolean
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AutoRecompileBlueprints

Declaration
public bool AutoRecompileBlueprints { get; set; }
Property Value
Type Description
System.Boolean
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bAutoCompileBlueprintsOnLaunch

Declaration
public bool bAutoCompileBlueprintsOnLaunch { get; set; }
Property Value
Type Description
System.Boolean
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bBindSequencerToPIE

Declaration
public bool bBindSequencerToPIE { get; set; }
Property Value
Type Description
System.Boolean
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bBindSequencerToSimulate

Declaration
public bool bBindSequencerToSimulate { get; set; }
Property Value
Type Description
System.Boolean
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bOnlyLoadVisibleLevelsInPIE

Declaration
public bool bOnlyLoadVisibleLevelsInPIE { get; set; }
Property Value
Type Description
System.Boolean
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bPreferToStreamLevelsInPIE

Declaration
public bool bPreferToStreamLevelsInPIE { get; set; }
Property Value
Type Description
System.Boolean
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BuildGameBeforeLaunch

Whether to build the game before launching on device.

Declaration
public byte BuildGameBeforeLaunch { get; set; }
Property Value
Type Description
System.Byte
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CenterNewWindow

Declaration
public bool CenterNewWindow { get; set; }
Property Value
Type Description
System.Boolean
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ClientWindowHeight

Height to use when spawning additional windows.

Declaration
public int ClientWindowHeight { get; set; }
Property Value
Type Description
System.Int32
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ClientWindowWidth

Width to use when spawning additional windows.

Declaration
public int ClientWindowWidth { get; set; }
Property Value
Type Description
System.Int32
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CreateAudioDeviceForEveryPlayer

Declaration
public bool CreateAudioDeviceForEveryPlayer { get; set; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static LevelEditorPlaySettings DefaultObject { get; }
Property Value
Type Description
LevelEditorPlaySettings
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DisableStandaloneSound

Declaration
public bool DisableStandaloneSound { get; set; }
Property Value
Type Description
System.Boolean
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EnableGameSound

Declaration
public bool EnableGameSound { get; set; }
Property Value
Type Description
System.Boolean
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EnablePIEEnterAndExitSounds

Declaration
public bool EnablePIEEnterAndExitSounds { get; set; }
Property Value
Type Description
System.Boolean
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GameGetsMouseControl

Declaration
public bool GameGetsMouseControl { get; set; }
Property Value
Type Description
System.Boolean
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LastExecutedLaunchModeType

The last type of play-on session the user ran.

Declaration
public byte LastExecutedLaunchModeType { get; set; }
Property Value
Type Description
System.Byte
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LastExecutedPlayModeLocation

The last type of play location the user ran.

Declaration
public byte LastExecutedPlayModeLocation { get; set; }
Property Value
Type Description
System.Byte
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LastExecutedPlayModeType

The last type of play session the user ran.

Declaration
public byte LastExecutedPlayModeType { get; set; }
Property Value
Type Description
System.Byte
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LaunchConfiguration

Which build configuration to use when launching on device.

Declaration
public byte LaunchConfiguration { get; set; }
Property Value
Type Description
System.Byte
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MouseControlLabelPosition

Location on screen to anchor the mouse control label when in PIE mode.

Declaration
public byte MouseControlLabelPosition { get; set; }
Property Value
Type Description
System.Byte
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MultipleInstanceLastHeight

The last used height for multiple instance windows (in pixels).

Declaration
public int MultipleInstanceLastHeight { get; set; }
Property Value
Type Description
System.Int32
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MultipleInstanceLastWidth

The last used width for multiple instance windows (in pixels).

Declaration
public int MultipleInstanceLastWidth { get; set; }
Property Value
Type Description
System.Int32
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NewWindowHeight

The height of the new view port window in pixels (0 = use the desktop's screen resolution).

Declaration
public int NewWindowHeight { get; set; }
Property Value
Type Description
System.Int32
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NewWindowPosition

The position of the new view port window on the screen in pixels.

Declaration
public IntPoint NewWindowPosition { get; set; }
Property Value
Type Description
IntPoint
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NewWindowWidth

The width of the new view port window in pixels (0 = use the desktop's screen resolution).

Declaration
public int NewWindowWidth { get; set; }
Property Value
Type Description
System.Int32
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PIEAlwaysOnTop

Declaration
public bool PIEAlwaysOnTop { get; set; }
Property Value
Type Description
System.Boolean
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PIESafeZoneOverride

PIESafe Zone Override

Declaration
public Margin PIESafeZoneOverride { get; set; }
Property Value
Type Description
Margin
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PlayInEditorSoundQualityLevel

Which quality level to use when playing in editor

Declaration
public int PlayInEditorSoundQualityLevel { get; set; }
Property Value
Type Description
System.Int32
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PlayNetDedicated

Declaration
public bool PlayNetDedicated { get; set; }
Property Value
Type Description
System.Boolean
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PlayNetMode

NetMode to use for Play In Editor.

Declaration
public byte PlayNetMode { get; set; }
Property Value
Type Description
System.Byte
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PlayNumberOfClients

The editor and listen server count as players, a dedicated server will not. Clients make up the remainder.

Declaration
public int PlayNumberOfClients { get; set; }
Property Value
Type Description
System.Int32
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RouteGamepadToSecondWindow

Declaration
public bool RouteGamepadToSecondWindow { get; set; }
Property Value
Type Description
System.Boolean
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RunUnderOneProcess

Declaration
public bool RunUnderOneProcess { get; set; }
Property Value
Type Description
System.Boolean
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ShouldMinimizeEditorOnVRPIE

Declaration
public bool ShouldMinimizeEditorOnVRPIE { get; set; }
Property Value
Type Description
System.Boolean
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ShowMouseControlLabel

Declaration
public bool ShowMouseControlLabel { get; set; }
Property Value
Type Description
System.Boolean
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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UseMouseForTouch

Declaration
public bool UseMouseForTouch { get; set; }
Property Value
Type Description
System.Boolean
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ViewportGetsHMDControl

Declaration
public bool ViewportGetsHMDControl { get; set; }
Property Value
Type Description
System.Boolean

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static LevelEditorPlaySettings New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
LevelEditorPlaySettings

Operators

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Implicit(IntPtr to LevelEditorPlaySettings)

Convert from IntPtr to UObject

Declaration
public static implicit operator LevelEditorPlaySettings(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
LevelEditorPlaySettings
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