/// <summary> /// Translates the hardcoded script config names (engine, editor, input and /// game) to their global pendants and otherwise uses config(myini) name to /// look for a game specific implementation and creates one based on the /// default if it doesn't exist yet. /// </summary> /// <returns>name of the class specific ini file</returns> public string GetConfigName() { using (FStringUnsafe resultUnsafe = new FStringUnsafe()) { Native_UClass.GetConfigName(Address, ref resultUnsafe.Array); return(resultUnsafe.Value); } }