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Merge pull request #52 from apple1417/master
make it a bit clearer that the sample settings are not suitable for use
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README.md

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## Configuration
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There are a few pieces of sdk behaviour you can configure, via an `unrealsdk.toml`. By default this
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should be placed next to the dll, though you can also specify a custom location via the
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`UNREALSDK_CONFIG_FILE` environment variable.
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`UNREALSDK_CONFIG_FILE` environment variable. You are not expect to provide a full configuration,
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some settings change behaviour simply by being defined, you should only set the ones you need. If
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the defaults work you may not even need a config file to begin with.
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Since it's somewhat expected your project may have to ship with some default settings, an
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`unrealsdk.user.toml` can also be used to add some user specific settings. The two files are merged,
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fixing conflicts as follows:
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- If a value is a table in both files, it's recursively merged
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- Otherwise, whatever value is in the user file overwrites the base file.
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`unrealsdk.user.toml` can also be used to add some user specific settings. The values in the user
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file overwrite those from the base, unless both values are tables, in which case they're merged
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recursively.
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See [`unrealsdk.toml.example`](unrealsdk.toml.example) for a full description of what settings are
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supported.
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[`supported_settings.toml`](supported_settings.toml) has full descriptions of all supported
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settings. *Do not* try make a copy of this file as the basis of your config, some of the values
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within it are intentionally bogus, as there's no sane default, and using them will likely crashes.
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<br>
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unrealsdk.toml.example renamed to supported_settings.toml

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# This file shows all settings which the sdk uses.
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# Note that not all settings are used under all build configurations - for example UE3 doesn't
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# support FText, so `ftext_get_display_string_vf_index` is of course unused.
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# DO NOT make a copy of this file as the basis of your config. Some values are intentionally bogus
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# as there's no sane default to set them to (e.g. virtual function indexes), and will likely cause
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# crashes if used.
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# You are not expected to provide all settings, you should only set those you need. Some settings
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# will change behaviour simply by being defined. For example, if `uproperty_size` is set, the sdk
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# will not attempt to auto detect it, and will instead assume the provided value is accurate.
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# Not all settings are used under all build configurations - for example UE3 doesn't support FText,
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# so `ftext_get_display_string_vf_index` is of course unused.
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[unrealsdk]
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# If true, creates an external console window mirroring what is written to the game's console.

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