Hi there!
Do you find the config setup you are using works in development build / editor built, just not in shipping?
An alternative to what you are doing, if you just want to save string information, is this:
//~~~~~~~~~~
// Strings
//~~~~~~~~~~
/** Saves text to filename of your choosing, make sure include whichever file extension you want in the filename, ex: SelfNotes.txt . Make sure to include the entire file path in the save directory, ex: C:\MyGameDir\BPSavedTextFiles */
UFUNCTION(BlueprintCallable, Category = "Victory BP Library|File IO")
static bool FileIO__SaveStringTextToFile(FString SaveDirectory, FString JoyfulFileName, FString SaveText, bool AllowOverWriting = false, bool AllowAppend = false);
/** Saves multiple Strings to filename of your choosing, with each string on its own line! Make sure include whichever file extension you want in the filename, ex: SelfNotes.txt . Make sure to include the entire file path in the save directory, ex: C:\MyGameDir\BPSavedTextFiles */
UFUNCTION(BlueprintCallable, Category = "Victory BP Library|File IO")
static bool FileIO__SaveStringArrayToFile(FString SaveDirectory, FString JoyfulFileName, TArray<FString> SaveText, bool AllowOverWriting = false, bool AllowAppend = false);
/** Loads a text file from hard disk and parses it into a String array, where each entry in the string array is 1 line from the text file. Option to exclude lines that are only whitespace characters or '\n'. Returns the size of the final String Array that was created. Returns false if the file could be loaded from hard disk. */
UFUNCTION(BlueprintPure, Category = "Victory BP Library|File IO")
static bool LoadStringArrayFromFile(TArray<FString>& StringArray, int32& ArraySize, FString FullFilePath = "Enter Full File Path", bool ExcludeEmptyLines = false);
/** Load a text file to a single string that you can use ParseIntoArray on newline characters if you want same format as LoadStringArrayFromFile. This version supports unicode characters! */
UFUNCTION(BlueprintCallable, Category = "Victory BP Library|File IO")
static bool LoadStringFromFile(FString& Result, FString FullFilePath = "Enter Full File Path");
The UE5 nodes to get file paths relative to game directory should work in packaged game, I will add nodes that I am absolutely sure will do proper conversion (not giving you the binary path of UE5 editor .exe instead of your project directory)
For those who want the solution to what I am referring to in C++, here it is:
FPaths::ConvertRelativePathToFull(FPaths::ProjectContentDir());
FPaths::ConvertRelativePathToFull ensures that for any of the FPaths:: get directory functions, both editor builds and packaged builds return the proper path.
Again I will add this in a near future update!