All possible categories areĭefined in FConfigCache.ini. This determines which configuration files the class's variables are read from and saved to. Game) must be supplied for the Config specifier. In order to specify which variables should be read in from configuration files, the class that contains those variables must first be given the Config specifier in its UCLASS macro.Ī category (i.e. There are some exceptions with hard-coded section names.Ī number of the settings previously available only through editing configuration files are available in Unreal Editor in the Project Settings editor. For instance, the section in DefaultEngine.ini points to the Engine class stored within the Engine package. Generally, variables saved by SaveConfig() are in a section title This saves any properties marked with theĬonfig property specifier to the appropriate configuration file. The SaveConfig() function can be called on a class with the Config class specifier. New projects that begin with templates may also generate DefaultEditor.ini and DefaultInput.ini configuration files By default, DefaultEngine.ini and DefaultGame.iniĪre created when you create a new blank project with the Project Wizard. User input configuration can be used for key bindings. One or more values can be associated with a given key.Įngine configuration files are used for object and variable default values.
Configuration is determined by key-value pairs, arranged in sections. Configuration files can be used to set values for properties that will be initialized when the project is loaded.