Blueprints Access To GConfig

Access GConfig Functionality via Blueprints

  • サポートされたプラットフォーム
  • サポートされたエンジンバージョン
    4.25 - 4.27
  • ダウンロードのタイプ
    エンジン プラグイン
    この製品には、コード プラグインが含まれており、ビルド済みのバイナリと Unreal Engine に統合される全ソースコードが完備されています。任意のエンジン バージョンにインストールし、プロジェクト毎に有効化することが可能です。
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.


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: