How to reload config if editor is already open

If I reload a config using ReloadConfig() it doesnt seem to reload the changed values in the .ini file. Only after a restart of the Editor. How can this be forced?

What i generally want is a way to be able to detect of a .ini file is changed (file time) and then reload its properties and have associated callback functions called. Is this possible?

Regards

Sometimes, the value is loaded, but often just 0, eventhough the value in the Game.ini is not 0.
Changing the .ini file while editor is open, save it and then calling ReloadConfig() or LoadConfig() does nothing.

UCLASS(Config=Game)
class UDisplayOut : public UCameraComponent
{
	UPROPERTY(Config)
	float mOutputAspect;
};

If using: PerObjectConfig it becomes a total disaster. Everytime unreal decides to rename the parent actor (Dome) in this case to for instance Dome_C1 or Dome_C3 it generateds new data for the objects resulting in not loading the correct values.

UCLASS(Config=Game, PerObjectConfig)
class UProjector : public UCameraComponent
{
	UPROPERTY(Config)
int32 mRaysWidth;
UPROPERTY(Config)
int32 mRaysHeight;
UPROPERTY(Config)
float mProjPlaneWidthCm;
UPROPERTY(Config)
float mProjPlaneHeightCm;
UPROPERTY(Config)
float mProjPlaneZoomCm;
UPROPERTY(Config)
bool mShowIntersections;
UPROPERTY(Config)
bool mShowRays;
UPROPERTY(Config)
int32 mMonitorPosition;
};


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This issue is present in 4.6.1 but gone as of 4.7.p6 and possibly higher and lower.

This issue is present in 4.6.1 but gone as of 4.7.p6 and possibly higher and lower.

seems to be back in 4.9. There’s a workaround: see How to reload config files modified in the editor? - Programming & Scripting - Epic Developer Community Forums

This is brutal bug for iteration. Any chance there’s a fix coming soon?