(I’m using Unreal 4.27)
I have a class with the following specifiers:
UCLASS(Config=Game, defaultconfig)
class MYGAME_API UConsoleCommandDevSettings : public UDeveloperSettings
GENERATED_BODY()
public:
UPROPERTY(Config, EditAnywhere, BlueprintReadWrite)
TArray<FBuildCheatCommand> CheatCommands;
The information in the array is currently being saved in the Game.ini file when I call SaveConfig(). However, I wanted it to be saved to the DefaultGame.ini.
The main purpose of this is to save data that is only accessible in editor(UFunction MetaData) to a file that can be used in builds. My understanding is that any modifications that I do to Game.ini during editor play are not transferred to builds, so I have to save it to DefaultGame.ini instead.