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Unreal Engine C++ API Reference > Runtime > DeveloperSettings > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UPlatformSettings
- UCommonInputPlatformSettings
- UEnhancedInputPlatformSettings
- UInputPlatformSettings
References
Module | DeveloperSettings |
Header | /Engine/Source/Runtime/DeveloperSettings/Public/Engine/PlatformSettings.h |
Include | #include "Engine/PlatformSettings.h" |
Syntax
class UPlatformSettings : public UObject
Remarks
The base class of any per platform settings. The pattern for using these is as follows.
Step 1) Subclass UPlatformSettings, UMyPerPlatformSettings : public UPlatformSettings.
Step 2) For your system should already have a UDeveloperSettings that you created so that users can customize other properties for your system in the project. On that class you need to create a property of type FPerPlatformSettings, e.g.
FPerPlatformSettings PlatformOptions
Step 3) In your UDeveloperSettings subclasses construct, there should be a line like this, PlatformOptions.Settings.Initialize(UMyPerPlatformSettings::StaticClass()); This will actually ensure that you initialize the settings exposed in the editor to whatever the current platform configuration is for them.
Step 4) Nothing else needed. In your system code, you will just call UMyPerPlatformSettings* MySettings = UPlatformSettingsManager::Get().GetSettingsForPlatform
Constructors
Type | Name | Description | |
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UPlatformSettings
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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FName | ||
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void |
Overridden from UObject
Type | Name | Description | |
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const TCHAR * | Returns the override config hierarchy platform (if NDAd platforms need defaults to not be in Base*.ini but still want editor to load them) |