UGantryExperienceSettings
Where the project's experience tree is rooted, and which subsystem runs it.
The one setting every project needs is Base Experience, the root of the experience tree. The rest are optional: a starting experience per map, the stall warning, and where mods are found.
Most decisions about experiences are made on the experience assets, not here. Which experiences exist, which one the game starts with, and how they fit together are all set on the base experience and its children.
- Inherits
UDeveloperSettings
Properties
| Property | Type | Default | Description |
|---|---|---|---|
ExperienceSubsystemClass read-only config | FSoftClassPath | None | The experience subsystem class each world uses, for a game that subclasses it in C++. Must derive from |
BaseExperience read-only config | FSoftObjectPath | /Game/Experiences/EXP_Base.EXP_Base | The project's base experience: the root of the experience tree, which every experience sits under. Only a Gantry Base Experience asset can go here. Empty means the project does not use experiences, and worlds start without one. Gantry finds the game's own experiences through this asset's Children. Ship it in the base game's install (chunk 0), so the list stays readable when content it names is not installed. The asset manager must also scan and cook it: Gantry logs an error at startup when no Primary Asset Types to Scan rule covers experiences. |
MapExperiences read-only config | TMap<TSoftObjectPtr<UWorld> ,FGameplayTag> | The experience each map starts with, such as a training map that always starts the tutorial. A URL option ( | |
ExperienceStageStallWarningTime read-only config | float | 15.000000 | Seconds one stage may run before Gantry logs a warning that it may be stuck. Zero turns the warning off. |
ModDirectories read-only config | TArray<FDirectoryPath> | ((Path="Mods")) | Folders holding mods, each a game feature plugin in its own subfolder or a Relative paths are relative to the project directory. See |
bMountModsAtStartup read-only config | bool | True | Mount every mod in Mod Directories when the engine finishes starting, in a game or server. Never in the editor, which mounts on request with the Gantry.Mods.Mount console command. Off by default: turn it on if your game takes mods. |
ModRescanInterval read-only config | float | 2.000000 | Seconds between looks at Mod Directories while the game runs. A mod folder or |
AutomaticReceiverClasses read-only config | TArray<TSoftClassPtr<AActor> > | Actor classes (and their children) registered with the Game Framework Component Manager as they appear in a game world, so game features (the game's own, DLC, or mods) can add components to actors whose code never registers them. Empty by default: list what the game opens up. Never list a class whose actors register themselves: the component manager does not check, and every component would be added twice. |
Functions
GetGantryExperienceSettings
The project's Gantry Experience settings, read-only, for Blueprint.
| Pin | Type | Direction | Description |
|---|---|---|---|
| Return Value | UGantryExperienceSettings* | out | The settings object; never null. |
C++
Public C++ members that Blueprint does not see.
UGantryExperienceSettings
Sets the section's place in Project Settings and the default stall warning time (15 s).
GetContainerName
virtual FName
Places the settings in the Project container.
GetCategoryName
virtual FName
Files the settings under the Plugins category.
GetSectionName
virtual FName
Names the settings section "Gantry Experience".
GetSectionText
virtual FText
Localised section title shown in Project Settings.
GetSectionDescription
virtual FText
Localised one-line description shown under the section title.
PostEditChangeProperty
virtual void
Re-validates class selections whenever a property whose name ends in "Class" changes.
ToDebugString
FString
Human readable dump used by the Gantry.Experience.DumpSettings console command.
ValidateClassSelections
bool
Logs an error per misconfigured class selection.
Returns: False if any failed.
Get
static const UGantryExperienceSettings *
Returns the settings CDO, which is never null once the class is loaded.