Custom Editor (Per-User) Settings

I got as far as this, not sure if it’s the correct approach:

UCLASS(config="Game")
class UMyUserSettings : public UObject
{
	GENERATED_BODY()

public:

	UPROPERTY(Config, EditAnywhere)
	bool bTestConfig{false};
};

And then in the editor module .cpp StartupModule function:

SettingsModule->RegisterSettings(
	"Editor",
	"Plugins",
	"MyPlugin",
	NSLOCTEXT("MyPlugin", "LocalSettingsName", "MyPlugin (Local)"),
	NSLOCTEXT("MyPlugin", "LocalSettingsDesc", "Local debug and UI settings."),
	GetMutableDefault<UMyUserSettings>()
);

This does display the settings in the Editor settings window, but this doesn’t save modified settings unless I click the Save As Default button, and then they’re saved into the Config folder which IS included in version control, while I was hoping to save to local Saved config settings only?