Modifying the DefaultEngine.ini through a utility widget

  • Adding to this answer: If the setting you want to change is still unavailable you can edit it in the following way:
  • In the UE project/editor settings find the setting and note down the name/tool tip
  • In visual studio search the entire solution for the tool tip or name (tool tip is usually better) and step through until you find the setting you want. Note the type of the setting
  • Once you find the setting, find what class it is located under. Then search that on the UE4 C++ API for the class name
  • From there you will get the module and include files you need.
  • Put the module in the build.cs file as before and the include line in the include section of your blueprint function.cpp
  • then you can use GetMutableDefault<Class>->SettingName = variable/value to get or set

eg. I needed to change the maps to cook setting (UE4 Api)

  • In the module I put UnrealEd, in the include section I put #include “Settings/ProjectPackagingSettings.h”
  • In my blueprint function I added TArray mapstocook to my function inputs
    and used

GetMutableDefault()->MapsToCook = mapstocook;

  • to set the value, or

return GetMutableDefault()->MapsToCook;

  • to bring the value back into the blueprint