Do you mean DefaultConfig for the UDeveloperSettings Class oder adding DefaultConfig per Property? I haven’t found any reference for this.
My Class looks like this:
UCLASS(config=Game, defaultconfig, meta=(DisplayName="My Plugin"))
class MYPLUGIN_API UMyGameSettings final : public UDeveloperSettings
{
GENERATED_UCLASS_BODY()
public:
/** Enables/disables logging messages for actions */
UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category="Development")
bool LogActions = true;
...
I assumed it isn’t uncommon for a plugin to have editable settings before packaging that will be fixed afterwards. Did I use the wrong approach using the Developer/GameSettings to achieve this?
Yes, it works fine, the only thing being is that all of my plugin’s settings can be overwritten via the GameSettings.ini which I’d like to prevent. I’ll experiment with DefaultsOnly and other Property Specifiers later (Unreal Engine UProperty Specifiers | Unreal Engine 5.2 Documentation).