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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 LoadGlobalIniFile
&40;
FString & FinalIniFilename,
const TCHAR &42; BaseIniName,
const TCHAR &42; Platform,
bool bForceReload,
bool bRequireDefaultIni,
bool bAllowGeneratedIniWhenCooked,
bool bAllowRemoteConfig,
const TCHAR &42; GeneratedConfigDir,
FConfigCacheIni &42; ConfigSystem
&41;
Remarks
Loads and generates a destination ini file and adds it to GConfig:
- Looking on commandline for override source/dest .ini filenames
- Generating the name for the engine to refer to the ini
- Loading a source .ini file hierarchy
- Filling out an FConfigFile
- Save the generated ini
- Adds the FConfigFile to GConfig true if the final ini was created successfully.
Parameters
Name | Description |
---|---|
FinalIniFilename | The output name of the generated .ini file (in Game) |
BaseIniName | The "base" ini name, with no extension (ie, Engine, Game, etc) |
Platform | The platform to load the .ini for (if NULL, uses current) |
bForceReload | If true, the destination .in will be regenerated from the source, otherwise this will only process if the dest isn't in GConfig |
bRequireDefaultIni | If true, the Default*.ini file is required to exist when generating the final ini file. |
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. |