vault backup: 2024-10-12 17:19:45
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# ProjectUserConfig
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- **功能描述:** 指定保存到的配置文件层级是项目用户设置 Project/Config/UserXXX.ini。
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- **引擎模块:** Config
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- **元数据类型:** bool
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- **作用机制:** 在ClassFlags中增加[CLASS_ProjectUserConfig](../../../../Flags/EClassFlags/CLASS_ProjectUserConfig.md)
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- **关联项:** [Config](../Config.md)
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- **常用程度:★★★**
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指定保存到的配置文件层级是项目用户设置 Project/Config/UserXXX.ini。
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## 示例代码:
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保存的目录是\Hello\Config\UserMyGame.ini
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```cpp
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UCLASS(Config = MyGame, ProjectUserConfig)
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class INSIDER_API UMyClass_ProjectUserConfig :public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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/** Gets the settings container name for the settings, either Project or Editor */
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virtual FName GetContainerName() const override { return TEXT("Project"); }
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/** Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc. */
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virtual FName GetCategoryName() const override { return TEXT("MyGame"); }
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/** The unique name for your section of settings, uses the class's FName. */
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virtual FName GetSectionName() const override { return TEXT("MyProjectGame"); }
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Config)
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int32 MyPropertyWithConfig = 123;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, GlobalConfig)
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int32 MyPropertyWithGlobalConfig = 456;
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};
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//结果:\Hello\Config\UserMyGame.ini
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[/Script/Insider.MyClass_ProjectUserConfig]
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MyPropertyWithConfig=777
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MyPropertyWithGlobalConfig=888
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```
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## 示例效果:
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## 在源码中搜索:
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```cpp
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UCLASS(config = Engine, projectuserconfig, meta = (DisplayName = "Rendering Overrides (Local)"))
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class ENGINE_API URendererOverrideSettings : public UDeveloperSettings
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{
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}
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```
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