Hello,
By following the directions in the documentation, I’m trying to save a config file.
Editing manually DefaultGame.ini allowed me to add this setting:
[/Script/Haven.HavenBuildGun]
RotationStep=10
which works wonderfully.
But saving… it doesn’t work (wait, this isn’t the bug, but I think the bug prevents saving!)
My setup has this info:
UCLASS(Config="Game") // I tried this both with and without quotes
class HAVEN_API AHavenBuildGun : public AHavenWeapon
{
GENERATED_BODY()
AHavenBuildGun(const FObjectInitializer& ObjectInitializer);
protected:
UPROPERTY(Config)
uint8 RotationStep;
// A bunch of other stuff here
}
And in the primary fire function, for testing:
void AHavenBuildGun::HandlePrimaryFiring()
{
RotationStep = 1;
SaveConfig();
// More stuff here
}
So, my class setup defines that the files will be saved to Game.ini file.
When I set breakpoints, inside the SaveConfig() function, there’s this block of code:
const FString Filename
// if a filename was specified, always load from that file
= InFilename
? InFilename
: GetConfigFilename(this);
When inspecting the GetConfigFilename() function, it seems it always returns Engine, thus, causing the value of Filename to be
+ Filename L"E:/Zoc_Haven_Workspace/Haven/Saved/Config/Windows/Engine.ini" FString
I’m a bit tired, but as far as I could inspect it, this is how it goes. The Game.ini never gets saved, and the variable isn’t saved into Engine.ini.
Thank you in advance, hopefully this can be easily solved ![]()
Update (2015-07-23) as requested by Eric (I am holding my breath to avoid making a Pokemon joke! Sorry! :x )
Branch: Unreal Engine 4.8.2, as downloaded from Epic Games Launcher
Build Version: 4.8.2-2614606+++depot+UE4-Releases+4.8
I think that’s it. Please, tell me if you need any extra information ![]()