If anyone else's settings are still returning none in blueprints despite seemingly entering the correct line in DefaultEngine, you can choose the class manually by going into Project Settings -> Engine -> General Settings and changing Game User Settings Class manually. Great tutorial!
I don't get how this video isn't more popular, this is the proper way to make it and i think that Epic Games should do documentation to explain this kind of things.
Thanks! That helped a lot. I have added the functions to the LyraSettingsLocal class of the Lyra sample project and it works like a charm! :) I was a bit confused why they don't have ObjectInitializer behind the constructor, but it seems you don't need this anymore in newer versions of Unreal Engine. Visual Studio did also throw an error for me there.
I just looked around, and it appears `FObjectInitializer` is a proxy your CDO can use when creating its subobjects, instead of calling `NewObject()` manually. Then any child classes of your object can configure the `FObjectInitializer` before sending it into your constructor, to change what subobjects are created.
I did everything as it is said in video but I am getting this error Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBetterConfigSettings_ReturnValue". Node: Branch Graph: Control Speed Function: Control Speed Blueprint: BP_Car
Did you add your settings class to DefaultEngine.ini config file? Have you tried to remove that node from blueprints, close the UE project then recompile it from Visual Studio and then open project again?
right now i cant get it to work. I have a new float i added and i am putting it in a print string and it just gives me this Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBetterGameUserSettings_ReturnValue". Node: Print String Graph: EventGraph Function: Execute Ubergraph Fps Character 1 Blueprint: Fps_Character1 Do you know what i might have done wrong? I have tried the right way and the lazy way and neither work.
Did you change the default settings class in the DefaultEngine.ini config file? Did you remove the U prefix from your class name in there? Did you write your project name correctly in there?
@@ContinueBreak Hi. sorry i figured it out 30 min after i posted that and forgot to take it down. i named it the wrong thing. i named after an old project by mistake. But thanks anyway! this was a great tutorial!
I'm a bit confused. So say I got all of this done correctly. Does this mean like for enabling vsync I can theoretically do it from the new GetBetterGameUserSettings? Because if I can, I seem to not be able to get it to save the new settings atm. Edit: Nvm. Found the issue. Thanks for the video. Solved the issue I've been dealing with for a few days now. Subbed.
@@ContinueBreak I have tried, but i actually don't know how to define the "Enhanced input key mapping" variable(that also should be an array). Any ideas?
"if you dont have an unreal engine friendly c++ IDE, such as visual studio, the first thing you need to do is study cpp coding for six months. then once youve got the basics build the framework for a video game errantly using unreal engine. Now come to the realization unreal engine does not have a coding manual or any coding documentation. Now remember this moment, brand it into your memory banks so to not make the mistake of working with unreal as an indi dev ever again. Now close your browser and walk away. For those of you who stayed, .."
The narrator is Text To Speech. Actually, I should have used AI when I couldn't formulate my thoughts on how to explain something. It might have actually helped me write this script faster.