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Blueprints Access To GConfig

TrifoliumDigital - Code Plugins - Mar 1, 2021

Access GConfig Functionality via Blueprints

  • Supported Platforms
  • Supported Engine Versions
    4.25 - 4.27
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.
What is this?

This plugin provides access from blueprints to the data that lives in the Unreal Engine 4 .ini files.

Why would you need this?

Whilst I was an engineer at Epic Games, I worked a lot on the Config Cache (The ini system). The Config Cache is a core part of the engine and is used by almost every module in one way or another. E.g. To enable voice in your project, you would have had to make a config change to enable this. The Engine’s Online Voice interface would pick it up like so:

GConfig->GetBool(TEXT(“OnlineSubsystem”), TEXT(“bHasVoiceEnabled”), bHasVoiceEnabled, GEngineIni)

In code this is easily accessibile through GConfig. A quick find in the 4.26 source shows that there are ~2700 references to this. However, as far as I can see, there has been no exposure of the common GConfig functionality to Blueprints. That is where this plugin comes in.

Using the plugin…

Given that the GConfig system allows the developer to access important config information, I have exposed the most basic functionality via this plugin. These have been categorised into three categories: Getters, Setters, and Misc.

Technical Details

Blueprints Access To GConfig

Provides blueprint functionality for all common GConfig operations. Including:

  • GetString
  • GetText
  • GetBool
  • GetInt
  • GetFloat
  • GetArray
  • GetColor
  • GetVector2D
  • GetVector
  • GetVector4
  • GetRotator
  • SetString
  • SetText
  • SetBool
  • SetInt
  • SetFloat
  • SetArray
  • SetColor
  • SetVector2D
  • SetVector
  • SetVector4
  • SetRotator
  • Flush

Target configuration file (.ini) is available through each node's dropdown or via an EConfigIniFileNames node from your blueprints.

Further information on this plugin, including documentation can be found at: