DefaultEngine.ini modifications not noticed

Hi guys,

As part of a 4.7 UE project, I coded a custom levelscriptactor class in c++ to use instead of the default one in level blueprints.
I wanted to use this as a default class for the creation of my future levels. Therefore I added in DefaultEngine.ini :

 [/Script/Engine.Engine]
 LevelScriptActorClassName=/Script/MyGame.MyGameLevelScriptActor

… but nothing happens.
I was actually surprised to see many things I expected in DefaultEngine.ini inside BaseEngine.ini. The only way to make it work was to add it to BaseEngine.ini … but I don’t want to touch that file. I want those parameters to be part of the project.

Is it normal ? Has something changed ? Isn’t the engine taking in using what I have in DefaultEngine.ini ?

Hi Moumou38,

Have you tried setting this through the project settings window in the Editor (Edit → Project Settings → Engine → General Settings → Default Classes)? This is the preferred method for changing these settings, rather than by editing the .ini file (making the change in the Editor actually updates the .ini file for you).

Which version of 4.7 are you using, and did you build the Engine from source code or are you using the binary version installed by the Engine? Which version of the Engine were you using when this was working for you?

oh thanks very much…I didn’t know it was possible from the editor directly.
I’m currently working on UE 4.6.7 that I compiled myself.
It used to work on the 4.5 as I was following a tutorial and it only showed changing the .ini file.

We are continuing to work on moving as much of the .ini settings as possible into the settings window inside the Editor. I wasn’t sure exactly when this particular setting was added to the settings window. We want to make customizing these settings as simple and straightforward as possible.

What tutorial were you looking at? If it is one of ours, I can make a note to update that portion of the tutorial with the new preferred method of setting this value.

Thanks for the precision, now I understand. It wasn’t one of Unreal’s official tutorial. It was this one : link made by the infamous .

Since that tutorial is on our wiki, I went ahead and updated that page to reflect the new preferred method for changing the default Level Script Actor for a project. If you get a , could you take a look and let me know if that section of the tutorial is a little bit clearer now?

it is totally clear. Thanks for taking the time :slight_smile:

I’m actually seeing this as well, however, in my case, it only happens if I run the project through XCode ( I am also using a custom built verison of the engine on 4.8.1). If I just double click the uproject, my changes to the ini are recognized. The setting I added to the DefaultEngine.ini doesn’t appear to be available in the editor. I set a log verbosity for a custom log category.

Hi alk3ovation,

Does this happen only when you edit the .ini file, or do you see the same results when you change the settings in the Editor?