Where to put an experimental setting, which might be Windows-specific

Juan Uys
Wed, 18 Aug 2021 10:17:12 +0000
Platform & Builds

Hello, this is my first post, so please bear with me

I saw these experimental settings:

docs.unrealengine.com

UEditorExperimentalSettings

Implements Editor settings for experimental features.

The flag I’m interested in is bEnableLongPathsSupport:

Allows creation of assets with paths longer than 260 characters.

I already have long path names enabled on the host:

(Get-ItemProperty “HKLM:System\CurrentControlSet\Control\FileSystem”).LongPathsEnabled

1

I have a project, and a plugin, which both currently fail to build because of long filenames.

My question is, where in my project and plugin do I need to put this value?

I’m building the plugin first, and tried to put it in (new files) “Config/DefaultEngine.ini” or “Config/DefaultEditorPerProjectUserSettings.ini”:

[/Script/UnrealEd.EditorExperimentalSettings]

bEnableLongPathsSupport=True

However, this doesn’t seem to work. Please advise, and thanks so much in advance for helping

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