Config Utils
Introduction
A Blueprint Function Library class used to extract config values
Dependencies
The ConfigUtils
relies on other components of this plugin to work:
- Logger: Used to log useful information to help you debug any issues you might experience
API Reference
Functions
Name | Description | Params | Return |
---|---|---|---|
GetConfigValue | Extract a config value from a given config file | Filename (FString) The name of the config file Section (FString) The section in the config file Key (FString) The key in the config file DefaultValue (FString) The default value to return if the config file can't be read |
FString The value extracted from the config file |
GetGameConfigValue | Extract a config value from the default game config file | Section (FString) The section in the config file Key (FString) The key in the config file DefaultValue (FString) The default value to return if the config file can't be read |
FString The value extracted from the config file |
Blueprint Usage
You can use the ConfigUtils
using Blueprints by adding one of the following nodes:
- Ultimate Starter Kit > Utils > Config > Get Config Value
- Ultimate Starter Kit > Utils > Config > Get Game Config Value
C++ Usage
Before you can use the plugin, you first need to enable the plugin in your Build.cs
file:
PublicDependencyModuleNames.Add("USK");
The ConfigUtils
can now be used in any of your C++ files:
#include "USK/Utils/ConfigUtils.h"
void ATestActor::Test()
{
FString ConfigValue = UConfigUtils::GetConfigValue(Filename, Section, Key, DefaultValue);
FString GameConfigValue = UConfigUtils::GetGameConfigValue(Section, Key, DefaultValue);
}