Using my new suite of BP nodes, you can create as many of your own custom config file sections as you want!
You can both create and retrieve ini variables with any name and fundamental type that you want!
Why Use a Config Var?
Config vars have several benefits
Persistent data storage without using a SaveGame struct or GameInstance, store simple quantities of data and player customization this way! Data is stored between level loads and even after the current instance of the game is shut down.
So in this way config vars have greater persistence than the GameInstance class!
Player-Driven Customization, Players of your game can tweak the config vars that you make available for them on their hard disk, by editing the .ini file directly, just like AAA games! This is the most significant advantage of using config files, and their real core purpose.
Simplicity, simpler to use than the BP SaveSystem (which is quite wonderful by the way), but not quite as powerful in that you can only store basic data types, not UObjects and Actors.
**Organization, **you can create as many config header sections as you want using my nodes, organizing all your custom settings this way!
All of your custom created config vars and sections are stored in:
Players can navigate to this location on their harddrive to edit your ini files just like any AAA game would allow!
Here's what my **Game.ini** file looks like after running some tests!
VectorVar=X=1.000 Y=2.000 Z=9000.123
StrVar=Yay For Custom Config Vars!!!
**Now you have fully featured ability to use config variables entirely in BP!**
PS: Here's example usage!
Thanks rama the config nodes looks awesome and this is great how you can make variables accessible by the user, especially for an indie developer, instead of investing time on a fancy options screen i can let the user use the config file and invest my time in the real important stuff.
first of all, thank you very much for all content to provide us with.
I have a question referring your Rebindable Key.
I tried to figure out from where you used this OnKeyDown Event, which seems to be a reply to any Key Event occuring.
I looked through the Engine and couldnt find any Function which describe that behaviour. How did you do that?
Its been a while since I posted on this forum. Took a break from my thesis.
I am facing some limitations with your current vertex manipulation blueprints. One of that is I have a class called Interactive_Actor. This actor class holds all the thermodynamic properties of a static mesh. It also has a component called Default Mesh which gets changed to a user set static mesh through a Set Static Mesh node in the constructor. However, when I drag out the blueprint into the scene, there are no vertices highlighted. It seems the codes only work directly on static meshes dropped into the scene. Is there a way to make it work also on custom blueprint actors (static meshes with custom properties)?
I was stuck with dynamic generated arrays in BP… and then I found a way to load image sequences with your plugin. You saved my life! ;D
I used the LoadObjectFromAssetPath node, but I’m gonna try the LoadImage node soon as well!
I’m eagerly waiting for 4.7 and see if I can deploy to Android apk directly…
Thx again dude!