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A set of config files with the same "base name" like Engine, Input, or GameUserSettings. Contains the hierarchy of all possible files that will be searched for and the files that actually exist and can be loaded.
| Name | FConfigBranch |
| Type | class |
| Header File | /Engine/Source/Runtime/Core/Public/Misc/ConfigCacheIni.h |
| Include Path | #include "Misc/ConfigCacheIni.h" |
Syntax
class FConfigBranch
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Standard branch that will be used by, say, GConfig to hold the inis for Engine, Game, etc. | Misc/ConfigCacheIni.h | ||
FConfigBranch
(
const FConfigFile& ExistingFile |
A "dummy" branch used to manage a single external FConfigFile. | Misc/ConfigCacheIni.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DynamicLayerList | TDoubleLinkedList< FConfigCommandStream * > | Misc/ConfigCacheIni.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllowedToRemove | bool | If set true, this ConfigBranch will be allowed to be unloaded. | Misc/ConfigCacheIni.h | |
| bIsHierarchical | bool | Misc/ConfigCacheIni.h | ||
| bIsSafeUnloaded | bool | Misc/ConfigCacheIni.h | ||
| CombinedStaticLayers | FConfigFile | Cache the static layers so when remaking dynamic layers after removing a dynamic layer it's faster | Misc/ConfigCacheIni.h | |
| CommandLineOverrides | FConfigCommandStream | Misc/ConfigCacheIni.h | ||
| DynamicLayers | DynamicLayerList | Misc/ConfigCacheIni.h | ||
| FinalCombinedLayers | FConfigFile | This contains everything read from disk - when saving the diff between this and InMemoryFile is written out | Misc/ConfigCacheIni.h | |
| Hierarchy | FConfigFileHierarchy | Misc/ConfigCacheIni.h | ||
| IniName | FName | Base name of the branch, like "Engine" | Misc/ConfigCacheIni.h | |
| IniPath | FString | "final" path for the branch like "Saved/Config/Windows/Engine.ini" | Misc/ConfigCacheIni.h | |
| InMemoryFile | FConfigFile | This is the file that maps to the old FConfigFiles stored in the FConfigCacheIni | Misc/ConfigCacheIni.h | |
| Platform | FName | Misc/ConfigCacheIni.h | ||
| ReplayMethod | EBranchReplayMethod | Misc/ConfigCacheIni.h | ||
| RuntimeChanges | FConfigCommandStream | Tracks runtime changes for optimal saving | Misc/ConfigCacheIni.h | |
| SavedLayer | FConfigCommandStream | Misc/ConfigCacheIni.h | ||
| SourceEngineConfigDir | FString | Locations where this file may have come from - used to merge with non-standard ini locations. | Misc/ConfigCacheIni.h | |
| SourceProjectConfigDir | FString | Misc/ConfigCacheIni.h | ||
| StaticLayers | TMap< FString, FConfigCommandStream > | Misc/ConfigCacheIni.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InactiveTimer | double | When we last Found the branch to pull data from it, this is used to unload after it's been unused for some time | Misc/ConfigCacheIni.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AddDynamicLayersToHierarchy
(
const TArray< FDynamicLayerInfo >& Layers, |
Misc/ConfigCacheIni.h | ||
bool AddDynamicLayersToHierarchy
(
const TArray< FString >& Filenames, |
Misc/ConfigCacheIni.h | ||
bool AddDynamicLayerStringToHierarchy
(
const FString& Filename, |
Add a preloaded string as a dynamic layer (useful for hotfixing) | Misc/ConfigCacheIni.h | |
bool AddDynamicLayerToHierarchy
(
const FString& Filename, |
Appends a new INI file to the SourceIniHierarchy and combines it with the current contents Additonally, returns the FConfigFIle object that contains just the loaded sections Can return the modified sections if the callers wants to reloadconfig on classes | Misc/ConfigCacheIni.h | |
bool Delete() |
Deletes the final saved branch file, such as "Saved/Config/Windows/Engine.ini". | Misc/ConfigCacheIni.h | |
void Dump
(
FOutputDevice& Ar |
Misc/ConfigCacheIni.h | ||
void Flush() |
Misc/ConfigCacheIni.h | ||
const FConfigCommandStream * GetStaticLayer
(
const FString& LayerSubstring |
Find the static layer that first matches the substring (or full) name of the layer filename | Misc/ConfigCacheIni.h | |
bool MergeStaticLayersUpTo
(
const FString& LayerNameSubstring, |
Apply all static layers up, but not including, the given layer name substring (so passing "DefaultEngine" will give all values before the DefaultEngine layer) This only works if static layers are being tracked (generally in the editor and not client builds - see EBranchReplayMethod::FullReplay) | Misc/ConfigCacheIni.h | |
bool MergeStaticLayersUpToAndIncluding
(
const FString& LayerNameSubstring, |
Same as MergeStaticLayersUpTo, but includes the passed in layer | Misc/ConfigCacheIni.h | |
void ReapplyLayers () |
Recalculate the usable values from all static and dynamic layers. | Misc/ConfigCacheIni.h | |
bool RemoveDynamicLayerFromHierarchy
(
const FString& Filename, |
Removes a dyanmic file from the hierarchy and recalculates the branch's IniMemoryFile Can return the modified sections if the callers wants to reloadconfig on classes | Misc/ConfigCacheIni.h | |
bool RemoveDynamicLayersFromHierarchy
(
const TArray< FString >& Filenames, |
Misc/ConfigCacheIni.h | ||
bool RemoveSection
(
const TCHAR* Section |
Removes the section completely from all layers of this branch This is destructive! It will not reload on demand (like SafeUnload does). | Misc/ConfigCacheIni.h | |
void RunOnEachCommandStream
(
TFunction< void(FConfigCommandStream&File, const FString&Name)> Func |
Misc/ConfigCacheIni.h | ||
void RunOnEachFile
(
TFunction< void(FConfigFile&File, const FString&Name)> Func |
Run a function on every file in the branch | Misc/ConfigCacheIni.h | |
void SafeReload() |
Misc/ConfigCacheIni.h | ||
void SafeUnload () |
Frees up the static layer memory, which can be useful if a branch is loaded from, cached, and never used again. | Misc/ConfigCacheIni.h | |
void Shrink() |
Misc/ConfigCacheIni.h |