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