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Auto setup for unreal engine 4
Auto setup for unreal engine 4












auto setup for unreal engine 4 auto setup for unreal engine 4 auto setup for unreal engine 4

* Soft path will be converted to content reference before use */ UPROPERTY( Config, EditAnywhere, BlueprintReadOnly, Category = "General") * Default slot name if UI doesn't specify any */ UCLASS( Config=Game, defaultconfig, meta = (DisplayName="Save Game Settings")) // Give it a better looking name in UIĬlass ACTIONROGUELIKE_API USSaveGameSettings : public UDeveloperSettings Defining Developer Settings in C++īelow you’ll find an example from the sample project, make sure you expose it to the editor as well ( EditAnywhere) so it shows up in your Project Settings automatically (see screenshot below). We’ll be filling an FString and asset path to assign a DataTable via the INI file. Build.cs file then you should add DeveloperSettings manually.Ĭonfiguration Files use key-value pairs Key=Value and support file paths and even arrays. If it doesn’t or you want all your modules in the. Creating a UDeveloperSettings derived class will add this module to your.














Auto setup for unreal engine 4