Reference Tracking and Renaming
LiveConfig uses Unreal's Searchable Names in the Asset Registry. When an FLiveConfigProperty is saved in any asset (Blueprint, Level, Data Asset), its name is registered as a searchable dependency.
- Use find usages on a property name in the LiveConfig editor to see all assets that reference it.
Renaming and Redirectors
If a property needs to be renamed, LiveConfig supports Property Redirectors via configuration.
- Add a redirect entry in
DefaultGame.ini(or through the LiveConfig settings):ini[/Script/LiveConfig.LiveConfigSystem] +PropertyRedirects=(OldName="Old.Property.Name", NewName="New.Property.Name") - When an asset containing the old property name is loaded, it will automatically be updated to the new name.
- This system mirrors
GameplayTagRedirects, ensuring that renames don't break existing references.
When using the RenameProperty function in C++, you can optionally pass true for the bCreateRedirector parameter to automatically add a redirect entry to the PropertyRedirects map. For structs, this will also recursively create redirectors for all member properties.