Files
UnrealEngineUWP/Engine/Config/Windows/WindowsEditorPerProjectUserSettings.ini
tim smith ab6f014b6d Fix UBT configuration reading code to read the editor per project user setting from the corrected saved file location.
This resolves a UBT issue where building from Visual Studio/Rider while the editor is running wouldn't automatically change to HotReload mode.
#preflight 626698887e06ec75059f44b8
#jira none
#rb Ben.Marsh, Jonathan.Adamczewski
#lockdown mark.lintott

#ROBOMERGE-AUTHOR: tim.smith
#ROBOMERGE-SOURCE: CL 19901402 in //UE5/Release-5.0/... via CL 19902726
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v942-19904256)

[CL 19904470 by tim smith in ue5-main branch]
2022-04-25 12:47:17 -04:00

23 lines
1.3 KiB
INI

; -------------------------------------------------------------------------------------------------
; IMPORTANT: EditorPerProjectUserSettings.ini has special behavior!
;
; This .ini file contains the defaults for many editor and engine "preferences". These preferences
; are saved to an EditorPerProjectUserSettings.ini file in the user's /<Game>/Saved/Config/ directory.
;
; If you change the default for a preference in here, that change will *NOT* automatically
; propagate to users who already have saved preferences. The idea is that we must preserve
; their existing settings and never want to clobber entries in that file.
;
; If you add a new preference, the new key and value *WILL* be propagated to the user's
; EditorPerProjectUserSettings.ini file. After we load the user's existing settings, we'll merge in
; any missing keys and values that are present in these defaults.
;
; One easy technique for forcing a "reset" of an already-existing preference is to simply
; rename the variable for that preference. The config system will treat it as a newly-added
; key and will propagate the change to existing users' preferences.
; -------------------------------------------------------------------------------------------------
[/Script/LiveCoding.LiveCodingSettings]
bEnabled=True