#492 config/配置存取   setting     UE4     经验     about a year ago (owner) Document
 UCLASS(Config=AnjGameSettings, ConfigDoNotCheckDefaults/DefaultConfig)
 class UAnjGameSettings : UDevelopSettings // [OR] UEditorSettings [OR]
 class AAnjGameSettings : Axxx
 {
     UPROPERTY(Config)
     int BroadcastPort = 8888;
     AAnjGameSettings();
     /** Gets the settings container name for the settings, either Project or Editor */
     virtual FName GetContainerName() const override { return TEXT("Project"); }
     /** Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc. */
     virtual FName GetCategoryName() const override { return TEXT("DataDrivenSettings"); }
     /** The unique name for your section of settings, uses the class's FName. */
     virtual FName GetSectionName() const override { return TEXT("DataDrivenSettings"); }
 }
代码中Config=AnjGameSettings用来设定class中带有Config meta信息的Property要写入AnjGameSettings.ini文件。参考官网文档,这个Config叫做Specifier,指定Configuration Categories,Categories列表在官网能看到。
AAnjGameSettings()构造函数可以用来设定Property的默认值:
 UAnjGameSettings::UAnjGameSettings( )
 {
 	if (GConfig)
 	{
 		FString IPStr;
 		if (!GConfig->GetString(TEXT("/Script/SuraForAnj.AnjGameSettings"), TEXT("LocalIP"), IPStr, GetClass()->GetConfigName()))
 		{
 			bool canBind = false;
 			TSharedRef<FInternetAddr> localIp = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->GetLocalHostAddr(*GLog, canBind);
 			FIPv4Endpoint LocalEndpoint = FIPv4Endpoint(localIp);
 			LocalIP = LocalEndpoint.Address.ToString();
 			SaveConfig();
 		}
 	}
 }
注意上面代码中的GetClass()->GetConfigName(),它返回Config指定的AnjGameSettings.ini文件的存储路径(也可以直接写GGameIni、GEngineIni等值)。SaveConfig()是UObject的函数,注意其Filename参数未指定时,内部实现是设定为GetClass()->GetConfigName()。
ConfigDoNotCheckDefaults与DefaultConfig的区别:
UpdateDefaultConfigFile()函数类似上面的SaveConfig(),但会把值写入AnjGameSettingsDefault.ini文件。而在调用SaveConfig()时,如为DefaultConfig,则当Property的值与xxxDefault.ini文件里的值一致时,xxx.ini文件里Property属性行会被删除,这是因为xxxDefault.ini文件先被读取,然后是xxx.ini,所以与xxxDefault.ini里一致的属性,没必要再往xxx.ini写一条记录。而指定了ConfigDoNotCheckDefaults时,SaveConfig()不检查有无Default.ini文件及里面的属性值,直接更新xxx.ini文件。

从UDeveloperSettings派生的UObject,可以继承其能够在UE编辑器的ProjectSettings/EditorPreferences->Category->Section->(UPROPERTY.Category)里直接编辑属性的能力。
  • GetContainerName():返回TEXT("Project")或者TEXT("Editor"),标识属性要在Project Settings菜单还是Editor Preferences菜单里设置。
  • GetCategoryName():指定Settings界面的Category,比如Project Settings里的Project/Game/Plugins等。
  • GetSectionName():指定该UObject的config属性要写入的界面段落,在该段落里面则是根据Property自己的Catogry meta信息来排布。

关于config信息的读取,参考
To access the developer settings in C++ we use the CDO (Class Default Object) as that is already automatically instanced for us and accessed using GetDefault<T>();
 void USSaveGameSubsystem::Initialize(FSubsystemCollectionBase& Collection)
 {
 	Super::Initialize(Collection);
 	const USSaveGameSettings* SGSettings = GetDefault<USSaveGameSettings>(); // Access via CDO
 	// Access defaults from DefaultGame.ini
 	SlotName = SGSettings->SaveSlotName;
 	// Make sure it's loaded into memory .Get() only resolves if already loaded previously elsewhere in code
 	UDataTable* DummyTable = SGSettings->DummyTablePath.LoadSynchronous();
 }

有一个全部自定义处理config的参考