As of 4.6.1, a code-based project is required to package the game, but a BP-only project can use the plugin during development.
is going to be fixed by Epic soon
[QUOTE=Pampers;206799]
Do I need a 4.7 to get it to work with packed games? Great work btw, everytime I open thread, I find nodes I never knew I couldn't live without :)
[/QUOTE]
Hee hee! Glad you like my various BP node offerings!
I will have to look into that, I am just using Epic’s function internally, so perhaps there is something going on with the function itself, send me a PM if I haven’t gotten to within 2 weeks or so.
Using my new suite of BP nodes, you can create as many of your own custom config file sections as you want!
You can both create and retrieve ini variables with any name and fundamental type that you want!
**Supported Types:**
Bool
Int
Float
Rotator
Vector
Color
String
Why Use a Config Var?
Config vars have several benefits
Persistent data storage without using a SaveGame struct or GameInstance, store simple quantities of data and player customization way! Data is stored between level loads and even after the current instance of the game is shut down.
So in way config vars have greater persistence than the GameInstance class!
Player-Driven Customization, Players of your game can tweak the config vars that you make available for them on their hard disk, by editing the .ini file directly, just like AAA games! is the most significant advantage of using config files, and their real core purpose.
Simplicity, simpler to use than the BP SaveSystem (which is quite wonderful by the way), but not quite as powerful in that you can only store basic data types, not UObjects and Actors.
**Organization, **you can create as many config header sections as you want using my nodes, organizing your custom settings way!
**Game.ini**
of your custom created config vars and sections are stored in:
**Saved/Config/Windows/Game.ini**
Players can navigate to location on their harddrive to edit your ini files just like any AAA game would allow!
Here's what my **Game.ini** file looks like after running some tests!
```
[DebugWindows]
ConsoleWidth=160
ConsoleHeight=4000
ConsoleX=-32000
ConsoleY=-32000
[/Script/UnrealEd.ProjectPackagingSettings]
BuildConfiguration=PPBC_Development
StagingDirectory=(Path="E:/MYPROJECT_DELETE")
FullRebuild=True
ForDistribution=False
UsePakFile=True
UseOBB_InAPK=False
CulturesToStage=en
[Victory]
BoolVar=True
VectorVar=X=1.000 Y=2.000 Z=9000.123
StrVar=Yay For Custom Config Vars!!!
FloatVar=234.000000
```
**Now you have fully featured ability to use config variables entirely in BP!**
PS: Here's example usage!

first of , thank you very much for content to provide us with.
I have a question referring your Rebindable Key.
I tried to figure out from where you used OnKeyDown Event, which seems to be a reply to any Key Event occuring.
I looked through the Engine and couldnt find any Function which describe that behaviour. How did you do that?
Its been a while since I posted on forum. Took a break from my thesis.
I am facing some limitations with your current vertex manipulation blueprints. One of that is I have a class called Interactive_Actor. actor class holds the thermodynamic properties of a static mesh. It also has a component called Default Mesh which gets changed to a user set static mesh through a Set Static Mesh node in the constructor. However, when I drag out the blueprint into the scene, there are no vertices highlighted. It seems the codes only work directly on static meshes dropped into the scene. Is there a way to make it work also on custom blueprint actors (static meshes with custom properties)?
I was stuck with dynamic generated arrays in BP… and then I found a way to load image sequences with your plugin. You saved my life! ;D
I used the LoadObjectFromAssetPath node, but I’m gonna try the LoadImage node soon as well!
I’m eagerly waiting for 4.7 and see if I can deploy to apk directly…
Thx again dude!
What about a Bp that enables/disables subtitles during runtime? Can be posible?
In fact, could be posible to change the culture (cultures are the game’s languages people) during runtime?
With two features, your already graphics, custom ini’s settings and key rebinding we could have an entire game menu 100% functional without game launcher working ingame in any plataform!
Anyways, thank you for the already well work! Porting Mind: Path to Thalamus to Vr and UE4 is being soo much easier thanks to your nodes