How to create a Confg.INI that is editable once packaged and deployed?

Hi all…
Using what I read here

I added values to my DefaultGame.ini and created a class that could access the files at runtime. Everything worked great. Until I packed up the app. At which point I found out that the DefaultGame.ini gets packaged up into a binary .PAK file which. In some use cases that probably is ok, but I need the ability to manually edit these settings in a text editor once the app has been deployed to a server.

It looks like there a possible settings file that I might be able to use, the Saved/Config/Windows/Game.ini

I’ve searched around and tried to find more info about this particular file, how to use it, how to use the various attributes that load up class variables, but I have not seen anything. I guess looking at it I would have thought that any settings I put in DefaultGame.ini might have shown up here, but that is not the case. Does anyone know of any good documentation/tutorials that mention how you can use UE’s built in capabilities using property attributes to load up the Game.ini or any other file, that, when packaged and deployed, allows you to manually edit the config file???

Or am I barking up the wrong tree here, and any config file that I want to have editable I need to roll my own solution?

Any help will be greatly appreciated.

Hi.

I don’t know if this is the answer to your question.
I had a situation where I wanted to use a config to initialize a packaged application.
Here’s how I solved it.

Let’s say you have a MyProject and you use the Config/DefaultGame.ini config and everything works.

After packaging the application, you can create a Config folder and put your DefaultGame.ini there, but you need to rename it to UserGame.ini.

After that it will work. At least it worked for me

I didn’t find any options to automatically put the config in a non-binary package (Unreal 5.4.3).