UGantrySettingsLibrary
Blueprint access to players' settings, and helpers for settings to read and write their values with.
Get Gantry Settings finds a player's settings registry, which holds their settings pages. Get Console Variable Value and Set Console Variable Value let a setting's Read Value and Write Value work over a console variable.
- Inherits
UBlueprintFunctionLibrary
Functions
GetConsoleVariableValue
A console variable's value, as text: for a setting's Read Value.
| Pin | Type | Direction | Description |
|---|---|---|---|
Name | FString | in | The variable ("r.ScreenPercentage"). |
| Return Value | FString | out | Its value; empty when there is no such variable. |
GetSettingsRegistry
Gets a local player's settings registry: the starting point for a settings menu.
| Pin | Type | Direction | Description |
|---|---|---|---|
PlayerController | APlayerController* | in | A local player's controller, such as a widget's Get Owning Player. |
| Return Value | UGantrySettingsRegistry* | out | Their registry; null for a controller with no local player (a server's view of a client). |
SetConsoleVariableValue
Sets a console variable from text: for a setting's Write Value.
Turn on Keep In Save on that setting, since console variables forget their values when the game closes. A value set with a higher priority, such as from the command line or a [ConsoleVariables] section, stays, and the engine says so in the log.
| Pin | Type | Direction | Description |
|---|---|---|---|
Name | FString | in | The variable. |
Value | FString | in | The value, as text. |
Priority = GameSetting | EGantryConsoleVariablePriority | in | Whether the player's value gives way to project settings and device profiles, or overrides them. |
| Return Value | bool | out | False when there is no such variable. |