I am creating a C++ app that will help users to set up optimization settings in the Unreal game engine. I want to let the program make all this work on its own. This application is being written for Windows 10 platform (maybe it will be cross-platform in the future).
To make the program working as intended, I must be able to change configuration files, add some UE objects to the project and call editor functions (e.g. rebuild lights).
I can parse some of the
.ini files and edit them. However, the real problem is with UE objects and editor functions. One of the possible ways is to get symbols from the
.dll and run that function in a separate process. Another way is to use the actual UE4 code for these tasks.
Is there any easier and safer way to achieve what I need?