1.首先要创建个插件,不懂的看UE4 如何写插件
2.创建一个Uobject类,这里叫MySetting
.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "Engine.h"
#include "UObject/NoExportTypes.h"
#include "MySetting.generated.h"
/**
*
*/
UCLASS(config = MySetting)
class UMySetting : public UObject
{
GENERATED_BODY()
public:
UMySetting(const FObjectInitializer& obj);
UPROPERTY(Config, EditAnywhere, Category = Settings)
int32 SomeIntProperty;
UPROPERTY(Config, EditAnywhere, Category = Settings)
bool SomeBoolProperty;
};
.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "TestPrivatePCH.h"
#include "MySetting.h"
UMySetting::UMySetting(const FObjectInitializer& obj)
{
SomeIntProperty = 0;
SomeBoolProperty = true;
}
3.然后在插件的cpp里添加头文件#include "ISettingsModule.h"和#include "MySetting.h"
4.在插件的StartupModule函数上注册写
if (ISettingsModule* SettingModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
{
SettingModule->RegisterSettings("Project", "Plugins", "MySetting",
LOCTEXT("RuntimeSettingsName", "My Setting Page"),
LOCTEXT("RuntimeSettingsDescription", "Configure my setting"),
GetMutableDefault<UMySetting>()
);
}
5.ShutdownModule()函数中解注册
if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
{
SettingsModule->UnregisterSettings("Project", "Plugins", "MySetting");
}
然后在项目设置里就能看到了
还有项目的Saved/Config/Windows下面发现创建了一个MySettings.ini的配置文件
第二种:使用UDeveloperSettings
.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DeveloperSettings.h"
#include "MyDeveloperSettings.generated.h"
USTRUCT(BlueprintType)
struct FLevelInfo
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, config)
int32 ID;
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, config)
FName Name;
};
/**
*
*/
UCLASS(config=Game, defaultconfig)
class AAB_API UMyDeveloperSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, config)
TArray<FLevelInfo> Levels;
UFUNCTION(BlueprintCallable)
static UMyDeveloperSettings* GetMyDeveloperSettings();
};
.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyDeveloperSettings.h"
UMyDeveloperSettings* UMyDeveloperSettings::GetMyDeveloperSettings()
{
UMyDeveloperSettings* Settings = GetMutableDefault<UMyDeveloperSettings>();
return Settings;
}
PS:shipping包的ini文件在C:\Users\用户名\AppData\Local\MyProject\Saved\Config\WindowsNoEditor下