Is it possible to use in runtime different nDisplay configurations

For our experience we need to make different physical layouts like 1 PC with 1 or 2 monitors, 2 PCs with 1 or 2 monitors etc. So the needed configuration cases are a lot.
It is not practical to make separate release with each possible configuration.
I tried to load .ndisplay file when the experience starts in C++ and passing the correct configuration file. Even the configuration file is read and loaded, DisplayCluster looks like using only the build/default configuration but not the provided at runtime. Is there some steps that should be done or what I try is not supported?

Use this plugin. Its in the Epic Store:

I have struggled a lot but here is the solution I needed. I removed all nDisplay actors and only enabled nDisplay plugin for my project. Starting the application with Switchboard or passing the nDisplay cluster options from command line, I provide the nDisplay configuration I need. Pay attention to enable option bFollowLocalPlayerCamera inside the nDisplay configuration.
The issue was when I was using nDisplay actor inside the project I had manually updated the actor position and was fine so the option was not important, but now when I provide different configurations every time I cant execute that code and only the nDisplay option is doing the same job.