GetGameUserSettings returns NULL after applying settings in Blueprint — works fine in another project

Hi everyone,

I’m using a purchased plugin in my Unreal Engine project. I have a settings menu Blueprint where:

  • On Event Construct, calling Get Game User Settings returns a valid object (not null).
  • However, after I change any setting (e.g. resolution, fullscreen) and apply the settings, calling Get Game User Settings returns null.
  • This same Blueprint and logic works fine in another project without issues.
  • I checked my config files, and I don’t have any override or custom GameUserSettings class defined.
  • I suspect the GameUserSettings object is being recreated or reset after applying settings, causing the reference to become invalid.
  • I’ve tried adding delays after applying settings and re-calling Get Game User Settings, but the problem persists.
  • The plugin doesn’t seem to provide any custom GameUserSettings class or wrapper, but I’m not 100% sure.

Has anyone experienced this issue or knows a workaround?
Is there a way to ensure Get Game User Settings never returns null after applying changes?
Could this be a configuration problem related to GameUserSettingsClassName or engine version compatibility?

Any help or pointers would be greatly appreciated!

Thanks in advance.