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Blueprint variable tagged as Config variables can't be changed in DefaultEngine.ini

Hi,

I'm having trouble changing a blueprint variable tagged as "Config Variable" from DefaultEngine.ini. It works "from the Editor" if I reload the project. But if I package my game and try to change that DefaultEngine.ini, the variable isn't changed.

[/Game/config.config_C] test="Tomte"

In my packaged game I am not able to change test to anything. "Tomte" is always printed.

Am I supposed to be able to change blueprint variables from .ini files?

I have attached my simple test project.

Cheers, Daniel

Test project

Product Version: UE 4.14
Tags:
configtest.zip (360.0 kB)
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asked Jan 24 '17 at 06:02 PM in Packaging & Deployment

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engywook
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Hey engywook,

I do not believe that this is possible. The reason is because in order for the change to take place, you need to reload the editor. In the packaged game, there is no "editor" to reload, which means that the changes will not take place.

If you give an example of exactly what you're looking to accomplish, we may be able to offer an alternative that can help you.

Have a great day

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answered Jan 25 '17 at 06:07 PM

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Sean L ♦♦ STAFF
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avatar image engywook Jan 25 '17 at 07:55 PM

Ok. Thanks for your reply.

I am helping some researchers set up a VR lab to translate some psychology experiments to VR. They have equipment that uses the parallel port to receive triggers.

I currently need to be able to tell UE4 what hardware address the parallel port is at. I suppose I should just write my "config file" myself. Another option is to stick the settings in the "Main menu" widget and use the "Save Game" features, although that seemed slight overkill.

They are not programmers so I would like to write as little C++ as possible, that they need to understand/use. I will need to make a plugin for the parallel port stuff though.

Any other suggestions or tips?

Cheers

avatar image Sean L ♦♦ STAFF Jan 27 '17 at 06:45 PM

Honestly, I'm not sure of a great solution that wouldn't be "overkill" without using much C++, as that's what I'm used to.

But I think if you did create the plugin and then stored the settings in your Main Menu widget, it's likely that you'd get the results you're looking for. Without seeing the exact setup, it's hard to say for sure, but it sounds good in theory.

If you end up getting stuck or you need to research an alternative method, feel free to create a new thread in our Blueprint Scripting or C++ Programming sections (whichever you feel is more relevant) and you can discuss alternatives with other community members.

Have a great day

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