Detailed description of the issue: if the UGameEngine subclass name and the filename of that class diversify, the class setted in DefaultEngine.ini won’t be loaded and it is initialized the default game engine
example
Class UDEngine
File DerivatedEngine.cpp, DerivatedEngine.h
DefaultEngine.ini
[/Script/Engine.Engine]
GameEngine=/Script/Project.DEngine
Changing the name to correspond class and filename solve the situation
I’ve never messed with the UGameEngine class before so maybe I’m doing something wrong, but I tried getting this to work without the differing names for a control case before testing the issue and my custom class doesn’t seem to be registered either. I did the following:
Created a new project named “CustEngineTest”
Added a new C++ class based off of UGameEngine named “MyGameEngine”
To see a difference, overrided the Init function and added a log message to it, can see that code below.
Closed the editor, compiled, and added the following lines to the DefaultEngine.ini in the project: [/Script.Engine.Engine]
GameEngine=/Script/CustEngineTest.MyGameEngine
Upon starting the editor, I saw no changes, and no log message. Is there anything I may be missing that needs to be done to see a change?
It’s a game engine class, not an editor engine class, it isn’t loaded in the editor.
Try with the packaged version or Development Client/Server from Visual Studio.
What is the game engine class setted in the other engine.ini as Intermediate\Config\CoalescedSourceConfigs\Engine.ini and Saved\Temp\Win64\DefaultEngine.ini?
We haven’t heard from you in a while, []. Are you still experiencing this issue? If so, I’d be willing to continue to attempt to reproduce the error but I’ve been unable to do so. In the meantime, I’ll be marking this issue as resolved for tracking purposes.