UGantrySettingsConfig
The project's settings for player settings, under Project Settings > Plugins > Gantry Settings.
Here you choose:
- the settings pages and providers every local player has from the start;
- the save slot their values are saved in;
- how long a changed window mode or resolution waits to be confirmed.
Pages that belong to one mode or one DLC pack go on that experience's Add Settings Pages stage instead. The values are stored in DefaultGame.ini under [/Script/GantrySettings.GantrySettingsConfig].
- Inherits
UDeveloperSettings
Properties
| Property | Type | Default | Description |
|---|---|---|---|
Pages read-only config | TArray<TSoftObjectPtr<UGantrySettingsPage> > | Page assets every local player has from the start. Experiences can add more while they are active. | |
Providers read-only config | TArray<TSoftClassPtr<UGantrySettingsProvider> > | Settings providers that build pages in code for every local player, from the start. | |
SaveSlotName read-only config | FString | YardrushSettings | Save slot name for players' values; each player's user index is appended ("GantrySettings0"). Empty saves nothing. |
VideoConfirmSeconds read-only config | float | 15.000000 | Seconds a changed window mode or resolution waits to be confirmed before it reverts by itself. 0 keeps it at once. |
C++
Public C++ members that Blueprint does not see.
GetContainerName
virtual FName
"Project".
GetCategoryName
virtual FName
"Plugins".
GetSectionName
virtual FName
"Gantry Settings".
Get
static const UGantrySettingsConfig *
The settings object; never null once the class is loaded.