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Unreal Engine C++ API Reference > Runtime > Core > Misc > FConfigCacheIni
References
Module | Core |
Header | /Engine/Source/Runtime/Core/Public/Misc/ConfigCacheIni.h |
Include | #include "Misc/ConfigCacheIni.h" |
Source | /Engine/Source/Runtime/Core/Private/Misc/ConfigCacheIni.cpp |
static bool LoadExternalIniFile
&40;
FConfigFile & ConfigFile,
const TCHAR &42; IniName,
const TCHAR &42; EngineConfigDir,
const TCHAR &42; SourceConfigDir,
bool bIsBaseIniName,
const TCHAR &42; Platform,
bool bForceReload,
bool bWriteDestIni,
bool bAllowGeneratedIniWhenCooked,
const TCHAR &42; GeneratedConfigDir
&41;
Remarks
Load an ini file directly into an FConfigFile from the specified config folders, optionally writing to disk. The passed in .ini name can be a "base" (Engine, Game) which will be modified by platform and/or commandline override, or it can be a full ini filename (ie WrangleContent) loaded from the Source config directory true if the ini file was loaded successfully
Parameters
Name | Description |
---|---|
ConfigFile | The output object to fill |
IniName | Either a Base ini name (Engine) or a full ini name (WrangleContent). NO PATH OR EXTENSION SHOULD BE USED! |
EngineConfigDir | Engine config directory. |
SourceConfigDir | Game config directory. |
bIsBaseIniName | true if IniName is a Base name, which can be overridden on commandline, etc. |
Platform | The platform to use for Base ini names |
bForceReload | force reload the ini file from disk this is required if you make changes to the ini file not using the config system as the hierarchy cache will not be updated in this case |
bWriteDestIni | write out a destination ini file to the Saved folder, only valid if bIsBaseIniName is true |
bAllowGeneratedIniWhenCooked | If true, the engine will attempt to load the generated/user INI file when loading cooked games |
GeneratedConfigDir | The location where generated config files are made. |