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UE4 C++(18):配置文件

作者:互联网

12/06/2020

文章目录

配置文件

配置文件通常以(.ini)后缀名结尾,UE4引擎自己也有配置文件,当你自己建立完项目也会有配置文件,当编译完之后,Saved文件中也会生出另一份配置文件,通常配置文件存储在Config文件夹中。

Config文件夹
上述图片描述了UE4引擎和项目中的配置文件(Config)

配置变量名的路径

配置文件通常有自己的路径,都存储在CoreGlobals.cpp文件中

//CoreGlobals.cpp
FString				GEngineIni;													/* Engine ini filename */

/** Editor ini file locations - stored per engine version (shared across all projects). Migrated between versions on first run. */
FString				GEditorIni;													/* Editor ini filename */

/** Editor per-project ini files - stored per project. */
FString				GInputIni;													/* Input ini filename */
FString				GGameIni;													/* Game ini filename */

输出
Saved文件夹目录下的Config是运行项目后生成的!

配置基础格式(键值对)

配置文件的基础格式
[SectionName]
key=value
key=value

通常配置文件由三个部分组成,SectionName,Key和Value,与函数参数相对应

基础

先从GConfig这个全局变量学起来,先进入GConfig的文件夹

//CoreGlobals.cpp
//ConfigCacheIni.h
FConfigCacheIni*			GConfig						= nullptr;		/* Configuration database cache */


void Flush( bool Read, const FString& Filename=TEXT("") );

void LoadFile( const FString& InFilename, const FConfigFile* Fallback = NULL, const TCHAR* PlatformString = NULL );

bool GetString( const TCHAR* Section, const TCHAR* Key, FString& Value, const FString& Filename );
bool GetText( const TCHAR* Section, const TCHAR* Key, FText& Value, const FString& Filename );

获取配置文件信息(Get)

/*
[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
Paths=../../../Engine/Plugins/Lumin/MagicLeap/Content
Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
Paths=../../../Engine/Plugins/Runtime/Oculus/OculusVR/Content
Paths=../../../Engine/Plugins/Runtime/PostSplashScreen/Content
Paths=../../../Engine/Plugins/Runtime/Steam/SteamVR/Content   <--------- 最后输出的内容
*/
if (GConfig)
{
	FString data;
	bool success = GConfig->GetString(TEXT("Core.System"), TEXT("Paths"), data, GEngineIni);

	if (!success)
	{
		GEngine->AddOnScreenDebugMessage(-1, 10.0, FColor::Red, TEXT("failure"));
	}
	else 
	{
		GEngine->AddOnScreenDebugMessage(-1, 10.0, FColor::Red, data);

	}
}
else
{
	GEngine->AddOnScreenDebugMessage(-1, 10.0, FColor::Red, TEXT("GConfig not load"));

}


//GetString
bool success = GConfig->GetString(TEXT("StartupActions"), TEXT("InsertPack"), data, GGameIni);


//GetArray
UFUNCTION(BlueprintPure, Category = "Config")
static void GetArrayFromGameIni(const FString& InSection, const FString& InKey,FString& OutStringArray)
{
	GConfig->GetArray(*InSection, *InKey, OutStringArray, GGameIni);
}


测试发现GGameIni不仅可以表示Saved/Config/Windows/Game.ini 也可以表示项目下的DefaultGame.ini

写入内容到配置(Set)

	if (GConfig)
	{
		GConfig->SetString(TEXT("MapStat"), TEXT("Stat_Names"), TEXT("World Frame time"), GGameIni);
		GEngine->AddOnScreenDebugMessage(-1, 10.0, FColor::Red, GGameIni);
	}
	else
	{
		GEngine->AddOnScreenDebugMessage(-1, 10.0, FColor::Red, TEXT("GConfig not load"));

	}

LoadConfig/SaveConfig

UCLASS(config=Game)
class TESTFILEHELPER_API ATestSettingActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ATestSettingActor();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	UPROPERTY(config, EditAnywhere)
		FString data;
};

ATestSettingActor::ATestSettingActor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	data = TEXT("hello");
	if (GConfig)
	{
		SaveConfig();
	}
	else
	{
		GEngine->AddOnScreenDebugMessage(-1, 100.0, FColor::Red, TEXT("GConfig not load"));

	}
}

//Saved/Config/Windows/Game.ini

[/Script/TestFileHelper.TestSettingActor]
data=hello

TestFileHelper.TestSettingActor 表示模块名和类名,模块名由.build.cs文件声明

/*
[/Script/TestFileHelper.TestFileHelperCharacter]
ExampleVariable=0.5
*/
if (GConfig)
{
	//SaveConfig();
	GConfig->Flush(true, GGameIni);
	LoadConfig(ATestFileHelperCharacter::StaticClass(), *GGameIni);
	GEngine->AddOnScreenDebugMessage(-1, 100.0, FColor::Red, FString::SanitizeFloat(ExampleVariable));
}
else
{
	GEngine->AddOnScreenDebugMessage(-1, 100.0, FColor::Red, TEXT("GConfig not load"));
}

蓝图的Config属性

每个蓝图变量名有一个Config属性(见下图)
蓝图变量
如果确定使用配置文件来初始化变量,可以在图上的路径写入键值对。
文件写入

总结

配置文件可以从外部读写蓝图或者C++变量

参考资料

标签:const,配置文件,..,TEXT,C++,UE4,GConfig,FString
来源: https://blog.csdn.net/weixin_44200074/article/details/109786566