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