"You can only write on INI files and read from INI and INT files using Unreal" - they said.
Fake! Like in any other programming language you can write on file and perform all the needed operations on it, like creating the file itself, opening, flushing and closing it.
This works like a charm:
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local StatLogFile file; file = Spawn(class'StatLogFile'); //tmp file name. file.StatLogFile = "test.tmp"; //final file name. file.StatLogFinal = "test.log"; file.OpenLog(); file.FileLog("HERE GOES WHAT YOU WANT TO WRITE ON THE FILE"); file.FileFlush(); file.CloseLog();
BeginPlay set the timer to 30 and the Timer logs players info, so if you don't want your file to include the players info every 30 seconds, you should disable Timer() or overwrite BeginPlay().
StatLogFile variable can be whatever directory, the parent class of StatLogFile contains some useful functions I didn't read, so basing on what I wrote here, you could create a script file from scratch and then execute it using Unreal for the whole process.
I'm not sure if you want to see the mutator I showed in the vid, if you need it just tell me and I'll post it on here.
I think if people will start using new directories, we should make a standard before we get a lot of folders spread around.
(And I was even making Unreal communicating through TCP just to write few info using Java -__-")