I’ve derived GameUserSettings to add a bunch of custom properties to it. I tried making accessible in blueprint by creating a static method that returns the current GameUserSettings cast to my Child Class.
Custom_Settings * Custom_Settings::GetCustom_Settings() {
return Cast<Custom_Settings>(GEngine->GameUserSettings);
}
Unforunately, the cast fails and returns null, which leads to UE complaining about trying to access none in blueprint (naturally). There was a similar question here, but that led me nowhere, since I’ve already set DefaultEngine.ini to use my custom settings
[/Script/Engine.Engine]
GameUserSettingsClassName=/Script/MyGame.Custom_Settings
I’ve checked whether GEngine can fetch the Settings, and it appears it can.
Does anybody have an idea why the cast might be failing?