Hi,
Depending who are your clients (internal/external/developers), the environment where this need to happen, how big is the packaged app/game is and how often you need to tweak the configuration, one of these solutions is probably right for you:
- Use a Test build to tweak. It is similar to a Shipping build and you can override the .ini file from the command line. You can override a single value, you can override an entire file or you can put a ‘User<CONFIG>.ini’ (Ex: UserEngine.ini) in one of the looked up folders to extend the look up. The various options are explained here: https://dev.epicgames.com/documentation/en-us/unreal-engine/configuration-files-in-unreal-engine
- Shipping config: You can make a new build with the updated .ini and redistribute the updated game/app.
- Shipping config: You can hack the engine \Engine\Source\Runtime\Core\Public\Misc\ConfigCacheIni.h to set ALLOW_INI_OVERRIDE_FROM_COMMANDLINE 1 for all build configurations. Then, you can tell your users to supply a specific command line to override the .ini configuration. This is not user friendly unless you have some sort of automation scripts to launch the product and you can do all the change automatically.
- Shipping config: You could investigate using the UOnlineHotfixManager (Engine\Plugins\Online\OnlineFramework\Source\Hotfix\ module). I’m not familiar with this solution, but you can patch .ini files live and I’m confident it will update CVars. We have few posts around and you can always create a new specific ticket to get more info, it will be routed to the proper team. For example, you can start with [Content removed]
- Shipping config: You could turn off pak/iostore and use loose file deployment and you could replace or edit the .ini files directly. This will probably come with some loading performance cost and we don’t test this flow very much either. At 5.5 launch, we had a bug and we had to turn the Zen loader off as a workaround for example. So this work more or less well with the latest technology.
Regards,
Patrick