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How to store local preferences?

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    How to store local preferences?

    Is there a way to store local preferences, separate from the savegame system?
    Ideally, this would use the same nodes on mobile and desktop (and HTML5, presumably using localStorage.)

    #2
    I need to start looking at this myself ... and I haven't had chance to go through these properly ... but my thinking that this would work.

    Configuration Files

    Config Files, Read & Write to Config Files

    I am not sure if this will work for you or is what you are looking for.
    Quinton Delpeche
    Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard

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      #3
      Thanks. I do know how to write files in C++. I want to avoid having to modify the engine, hence why I asked in the "blueprint visual scripting" section of the forums.

      As a fall-back, is there a good tutorial for how to write a plug-in that exposes new blueprint nodes, without having to modify the engine code? And how to make that compatible across the various targets?

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        #4
        To follow-up: No, there is no way in Blueprints to write data to a non-savegame file on local storage.
        I tried following the "how to write a plugin" Wiki articles, but got stuck on the "... and re-generate project files ..." bit, because I'm using a blueprint project, not a C++ project.
        I've now broken down and used "add C++ class" method, and running from Visual Studio. Writing to disk using FFileHelper is pretty simple this way, but it's no longer a "blueprint only" project.

        Perhaps I can then turn my custom UBlueprintLibrary class into a Plugin and re-distribute it?

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