Live Config
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Live Config API Reference

Introduction

Welcome to the Live Config API documentation. This plugin provides a robust, type-safe system for managing game configuration and tuning values with real-time updates and source control integration.

Core API Access Points

If you are looking to integrate Live Config into your C++ or Blueprint code, these are the primary classes and structs you should start with:

  • ULiveConfigSystem: The central engine subsystem for accessing configuration values. Use ULiveConfigSystem::Get() to access the singleton instance.
  • FLiveConfigProperty: A type-safe wrapper for property names. It handles redirects and provides a clean interface for specifying which property you want to access.
  • ULiveConfigLib: A Blueprint function library providing easy access to Live Config values from Blueprints.
  • ULiveConfigProfileSystem: Manages tuning profiles, allowing you to switch between different sets of configuration values at runtime.

Quick C++ Examples

Getting a Simple Value

#include "LiveConfigSystem.h"
float MoveSpeed = ULiveConfigSystem::Get().GetFloatValue("Hero.MoveSpeed"_LC);
float GetFloatValue(FLiveConfigProperty Key) const
Definition LiveConfigSystem.cpp:345
static ULiveConfigSystem & Get()
Definition LiveConfigSystem.cpp:23

Getting a Struct

FMyHeroStats Stats = ULiveConfigSystem::Get().GetLiveConfigStruct<FMyHeroStats>("Hero.Stats"_LC);
T GetLiveConfigStruct(FLiveConfigProperty StructProperty) const
Definition LiveConfigSystem.h:88

Navigation

  • Use the Classes tab to see a list of all available classes and structs.
  • Use the Files tab to explore the source code structure.
  • The Class Index provides an alphabetical list of all types.