I got as far as this, not sure if it’s the correct approach:
UCLASS(config="Game")
class UMyUserSettings : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(Config, EditAnywhere)
bool bTestConfig{false};
};
And then in the editor module .cpp StartupModule function:
SettingsModule->RegisterSettings(
"Editor",
"Plugins",
"MyPlugin",
NSLOCTEXT("MyPlugin", "LocalSettingsName", "MyPlugin (Local)"),
NSLOCTEXT("MyPlugin", "LocalSettingsDesc", "Local debug and UI settings."),
GetMutableDefault<UMyUserSettings>()
);
This does display the settings in the Editor settings window, but this doesn’t save modified settings unless I click the Save As Default button, and then they’re saved into the Config folder which IS included in version control, while I was hoping to save to local Saved config settings only?