I wonder if it’s possible to prevent this from occurring without having to recompile the engine…?
Every time the clocks change, my players have to reapply their controls and graphics settings.
I wonder if it’s possible to prevent this from occurring without having to recompile the engine…?
Every time the clocks change, my players have to reapply their controls and graphics settings.
Yeah, I saw some entries in the UDKengine.ini reseted.
Does anyone know where in the native C++ code this is happening?
I suppose it’s in UnMisc.cpp in
void appInit( const TCHAR* InCmdLine, FOutputDevice* InLog, FOutputDeviceConsole* InLogConsole, FOutputDeviceError* InError, FFeedbackContext* InWarn, FFileManager* InFileManager, FCallbackEventObserver* InCallbackEventDevice, FCallbackQueryDevice* InCallbackQueryDevice, FConfigCacheIni*(*ConfigFactory)() )
There are some calls of appCheckIniForOutdatedness:
#if WITH_EDITOR
appCheckIniForOutdatedness( GEditorIni, GDefaultEditorIni, FALSE, YesNoToAll );
appCheckIniForOutdatedness( GEditorUserSettingsIni, GDefaultEditorUserSettingsIni, TRUE, YesNoToAll );
#endif
appCheckIniForOutdatedness( GSystemSettingsIni, GDefaultSystemSettingsIni, FALSE, YesNoToAll );
#if _WINDOWS
appCheckIniForOutdatedness( GLightmassIni, GDefaultLightmassIni, FALSE, YesNoToAll );
#endif
appCheckIniForOutdatedness( GEngineIni, GDefaultEngineIni, FALSE, YesNoToAll );
appCheckIniForOutdatedness( GGameIni, GDefaultGameIni, FALSE, YesNoToAll );
appCheckIniForOutdatedness( GInputIni, GDefaultInputIni, FALSE, YesNoToAll );
appCheckIniForOutdatedness( GUIIni, GDefaultUIIni, FALSE, YesNoToAll );
#endif
Nice, thanks for sharing I will take a look.