[Request] Blueprint Configs

I would love to see config (save and load to INI’s) nodes in Blueprint. That is, Save Config and Load Config. Each of these nodes should be able to save/load entire configs or specific sections.

Could you give a little more detail about what kinds of configuration it is you want to save and load?

In UnrealScript we had config modifier to use in a class and we could use config keyword for variables to store and recall values from INI file. Am looking for something [more advanced] like this in Blueprint. My suggestion for these nodes would be something like the Save Config node should have a custom area to define the section name so the developer can add any section name he want. In addition to that a “Add Pin” button should be there too, so the dev can add as many keys under the section he want.

Thanks for the info. In general in UE4 we have been trying to move away from config values in .ini files to properties in Blueprints. What kinds of classes are you wanting to save out that this might be a bad option for? Are you thinking gameplay classes or things like input bindings? Sorry for all the questions - just really want to understand the workflow you have!

Hi

For example in my project am showing Time Played on the HUD. If i had SaveConfig nodes i would save the “Time Played” value in the HUD + “Time Played” in the config when the game ends. This way every time the game starts, i could display the “Total Time Played” in the HUD. Not sure if this is already possible in current build.

That feels like the kind of thing that should be in a save game, rather than a configuration parameter. I can imagine you want to support multiple ‘slots’, or multiple users, and using .ini for that would not really work.

Thanks …You are right.

Dear Satheesh,

As Golding said it sounds like what you want is a save game feature for your properties.

Have you seen the existing save game system that works with blueprint?

Golding told me about it :slight_smile:

It saves any properties you want

Forum Link: Existing Awesome Save Game System That is Better Than Ini files

Is this available in the current (1808360) build? I dont see anything related to save in my blueprint.

Hmm that’s a good point, I could not find it either, even with turning context-sensitivity off in right click menu

I guess it is up and coming, and I do think you will reaaallyy like it!

:slight_smile:

If you’re interested Satheesh I can tell you how I’ve written my own custom save system that I can already use to store any type of data, compress to binary file, and reverse process to retrieve any kind of data I want.

It’s mostly based on FArchive for binary conversion and compression and FFileHelper for writing binary array to disk :slight_smile:

Yes i really like it. :slight_smile: Guess i’ll have to wait.

Your save system sounds interesting but unfortunately am creating my project with Blueprints only.

By the way i was wondering if it is possible to write our own blueprint nodes?

Hey Satheesh,

I put this request in for our team to consider. Thank you.

Best Regards,

Ryan

Thanks Ryan. :slight_smile:

I’m working on a blueprint project and I actually require loading the value of some variables from .ini files as I need to be able to change them without republishing the project. The savegame system would not be of use in this case.
Any idea how I can do this? I’m using 4.9 and already set those variables to Config Variable and placed the respective lines in DefaultEngine.ini, however that only works for the Editor and not in my packaged game :frowning:

Hi mihai.dbpx,

This post is an archived thread from before the editor launched in 2014. As such, many features of the editor have changed significantly. Please make a new post requesting the information you are looking for. I am closing this thread as outdated.