UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ConfigContext.h File Reference
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Containers/Set.h"
#include "Containers/SparseArray.h"
#include "Containers/UnrealString.h"
#include "CoreGlobals.h"
#include "CoreTypes.h"
#include "Misc/ConfigTypes.h"
#include "Misc/ConfigCacheIni.h"

Go to the source code of this file.

Classes

class  FConfigContext
 
struct  FConfigContext::FPerPlatformDirs
 

Macros

#define CUSTOM_CONFIG   ""
 
#define DISABLE_GENERATED_INI_WHEN_COOKED   0
 

Functions

bool DoesConfigFileExistWrapper (const TCHAR *IniFile, const TSet< FString > *IniCacheSet=nullptr, const TSet< FString > *PrimaryConfigFileCache=nullptr, const TSet< FString > *SecondaryConfigFileCache=nullptr)
 

Macro Definition Documentation

◆ CUSTOM_CONFIG

#define CUSTOM_CONFIG   ""

◆ DISABLE_GENERATED_INI_WHEN_COOKED

#define DISABLE_GENERATED_INI_WHEN_COOKED   0

Function Documentation

◆ DoesConfigFileExistWrapper()

bool DoesConfigFileExistWrapper ( const TCHAR IniFile,
const TSet< FString > *  IniCacheSet,
const TSet< FString > *  PrimaryConfigFileCache,
const TSet< FString > *  SecondaryConfigFileCache 
)

Check if an ini file exists, allowing a delegate to determine if it will handle loading it

const bool bFileExistsCachedTest = IFileManager::Get().FileSize(IniFile) >= 0; ensureMsgf( bFileExistsCached == bFileExistsCachedTest, TEXT("DoesConfigFileExistWrapper: InCache = %d, InFileSystem = %d, Name = %s, Configs = \n%s"), !!bFileExistsCached, !!bFileExistsCachedTest, IniFile, FString::Join(*IniCacheSet, TEXT("\n")) );