Config Properties and Cheating

Hello,

I see this inside Engine/Config/BaseGame.ini


[/Script/AIModule.AIPerceptionComponent]
HearingRange=768
SightRadius=3000
LoseSightRadius=3500
LoSHearingRange=1500
PeripheralVisionAngle=90

...

[/Script/AIModule.AISenseConfig_Sight]
Implementation=Class'/Script/AIModule.AISense_Sight'
SightRadius=3000
LoseSightRadius=3500
PeripheralVisionAngleDegrees=90
DetectionByAffiliation=(bDetectEnemies=true)
AutoSuccessRangeFromLastSeenLocation=-1.f

Does this mean that players will be able to edit those values in the shipping game?
If so, is there any Unreal mechanism to prevent that other than overwriting those values from another source?

“If so, is there any Unreal mechanism to prevent that other than overwriting those values from another source?”

You can create a custom Data Asset for easy tweaking in editor builds, that will be a properly protected cooked asset in packaged game.

Thus you gain easy tweaking but also gain protection from tampering.

A final benefit of data assets is that if you use the actual direct ptr in your code, you can edit WHILE PIE is running, and tweak during the game itself!

Data Assets in UE4 C++

:slight_smile:

Rama