From UDN case #00655218:
We extensively use the UDeveloperSettings class to automatically register project and editor settings for the different C++ plugins we build. For instance :
UCLASS(config = EditorPerProjectUserSettings)
class UMyPluginSettings : public UDeveloperSettings
{
GENERATED_BODY()
public: // Parent interface
FName GetCategoryName() const override;
#if WITH_EDITOR
FText GetSectionText() const override;
FName GetSectionName() const override;
#endif // WITH_EDITOR
public: // Properties
/** A toggle for my plugin */
UPROPERTY(config, EditAnywhere)
bool bMyPluginToggle
;
};
When a setting changes, our plugin is notified thanks to the OnSettingChanged() delegate. This works well when the user edits or resets a value, but that delegate is not executed when settings are imported from an external INI file.
Is there a way to get notified on settings import ?
Thank you for your help
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
What property of the Slider is the image used when dragging?
What properties of the progress bar can be used for drag and drop highlighting?
Teleporter in the Creative Hub is Locked and cannot be accessed
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-203299 in the post.
0 |
Component | UE - Editor - Workflow Systems |
---|---|
Affects Versions | 5.1 |
Created | Dec 22, 2023 |
---|---|
Updated | Jan 20, 2024 |