Hello,
I’m trying to save some time updating my project’s version through an editor utility widget .
Currently I manually set the version through the editor’s project settings window and type whatever version I want in the Description → Project Version field.
I have written a function to increment the current version number but unfortunately it only writes the new data to a temp file located in Project\Saved\Config\Windows\Game.ini
.
The updates are registered to DefaultGame.ini
only after restarting the editor which is undesirable.
This is how I read and write the data at the moment:
FString UMiscLib::GetProjectVersion()
{
FString ProjectVersion;
GConfig->GetString(
TEXT("/Script/EngineSettings.GeneralProjectSettings"),
TEXT("ProjectVersion"),
ProjectVersion,
GGameIni
);
return ProjectVersion;
}
void UMiscLib::SetProjectVersion(FString Version)
{
const TCHAR* NewVersion = *Version;
GConfig->SetString(
TEXT("/Script/EngineSettings.GeneralProjectSettings"),
TEXT("ProjectVersion"),
NewVersion,
GGameIni
);
GConfig->Flush(true, GGameIni);
UE_LOG(LogConfig, Warning, TEXT("New version is %s"),*GetProjectVersion());
}
How would I go about affecting the DefaultGame.ini
directly, and is that even possible through a blueprint function library?
Thanks in advance