How to apply TextureGroups settings in packaged game

Hello all.

I’m trying to do something somewhat unconventional, so bear with me.

As my project utilizes static lighting, I am using cubemap reflections. In some cases, I am using manually captured cubemaps applied as materials. These textures are using the HDRCompressed setting for compression.

Because cubemaps do not stream, I am dealing with over a GB of cubemap data which is being force loaded into memory.

I have discovered that using a DeviceProfile LOD Mip bias on the cubemaps allows me to reduce their total size in memory. However, I cannot seem to be able to change this in a packaged build. The goal is to apply no mip bias at cinematic settings, all the way up to a mip bias of 3 at low settings.

I am using a plugin which is editing the UserDeviceProfiles.ini in the Project/Config folder. The user is prompted to restart the game and the config file change is saved as the game is closed.

That config file is listed in the DefaultGame.ini file.

However, despite this, nothing seems to work. I can get the DefaultDeviceProfile.ini settings to work, but I cannot make any changes after that.

Are the .Ini files not being checked for changes? Is there any way I can achieve what I am trying to do?

Thanks