Files
UnrealEngineUWP/Engine/Config/ConfigRedirects.ini
Josh Adams b8dc871d7d - Delayed the kickoff of async loading of other platform configs, because ProjectDir can get reset on main thread while the async threads are using it for loading other platform configs
- Allow for projects to have ConfigRedirects.ini files - it was not oringally allowed but a licensee found that it can be needed for User saved ini files that can't be updated, so the redirects is useful for a licensee to specify
- Fixed a copy/paste error in a log about ConfigRedirects
#jira UE-188860,UE-165743

[CL 26898697 by Josh Adams in 5.3 branch]
2023-08-07 16:51:35 -04:00

57 lines
2.4 KiB
INI

;; This file contains a list of remaps/redirects for config file Sections and Keys, so Epic can make changes
;; to the Engine without breaking licensee .ini files.
;;
;; The config system will remap the names on load, so any saving will use the new names, but with .ini files
;; often being checked into source control, and ini saving can be differential against sections in other files,
;; it's safest to have a human fixup the ini files.
;;
;; To that end, any remaps that happen will be Warnings in C# utilites, C++ console commands, and in the Editor Message Log.
;;
;; The main intention of this file is to allow Epic to change section/key names without breaking licensee config files. So,
;; it's not expected that licensees would need to modify this file - instead, licensees can fix up their config files directly
;; instead of modifying a config file like this one.
;;
;; However, if a licensee can't fix the ini file because saved user settings need to be redirected (and can't be fixed easily)
;; a project can have a <ProjectDir>/Config/ConfigRedirects.ini file that will be read.
;;
;; This first section contains a list of section names to be remapped. All other sections are the name of a section that contains
;; one of more keys to remap/redirect, followed up the old and new name of the keys to remap
[SectionNameRemap]
;OldSection=NewSection
; Fix for TextureLODSettings defaults not allowing DeviceProfile parent settings from working (with TextureLODGroups)
/Script/Engine.TextureLODSettings=GlobalDefaults DeviceProfile
;; This will look in sections named [Staging] and remap WhitelistConfigFiles to AllowedConfigFiles, etc
[Staging]
WhitelistConfigFiles=AllowedConfigFiles
BlacklistConfigFiles=DisallowedConfigFiles
WhitelistDirectories=AllowedDirectories
BlacklistLocalizationTargets=DisallowedLocalizationTargets
[/Script/UnrealEd.ProjectPackagingSettings]
IniKeyBlacklist=IniKeyDenylist
IniSectionBlacklist=IniSectionDenylist
[/Script/Engine.RPCDoSDetectionConfig]
RPCBlockWhitelist=RPCBlockAllowlist
[LwsWebSocket]
bDisableDomainWhitelist=bDisableDomainAllowlist
[WinHttpWebSocket]
bDisableDomainWhitelist=bDisableDomainAllowlist
[OnlineServices.EOS]
EncryptionKey=ClientEncryptionKey
[EOSVoiceChat]
EncryptionKey=ClientEncryptionKey
[/Script/OnlineSubsystemEOS.EOSSettings]
EncryptionKey=ClientEncryptionKey
[HTTP]
AllowedDomains=Online.HttpManager https:AllowedDomains