Using 2 layers of Custom/Config/DefaultGame.ini

Hi, is there a way to have 2 layers of Custom/Config/Folder/DefaultGame.ini files applied during a build?

For our project we are currently using two Custom/Config setups. One setup is for shipping builds and the other for non-shipping builds. However, both DefaultGame.ini files have very similar content. We would like to change the structure to be something like Custom/Config/Common/DefaultGame.ini and Custom/Config/Shipping/DefaultGame.ini.

We would then only apply the Common/DefaultGame.ini for non-shipping builds. For shipping builds on the other hand, we would want to apply both Custom/Config/Common/DefaultGame.ini and Custom/Config/Shipping/DefaultGame.ini to the packaging process. This would allow us to consolidate the files and remove redundant content in the .ini files.

We are mostly concerned with the [/Script/UnrealEd.ProjectPackagingSettings] section of the files where we are using a lot of DirectoriesToAlwaysCook that we need to exclude when our custom configs are invoked. The normal Config/DefaultGame.ini has to remain untouched.

So far I have tried using -AdditionalCookerOptions=“-CustomConfig=Common+Shipping” and vice versa, but the build ended up including all assets regardless.

What am I missing to make this work?

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Hello!

The custom config system does not support merging ini from different config right now. Can you share more details regarding with are the differences between the 2 custom configs? Maybe some of the differences can be managed differently.

One thing that might be helpful here is that it is possible to pass settings through the command line.

Here is an example from the doc but it can also be used for other ini than the Engine one: -ini:Engine:[/Script/Engine.Engine]:bSmoothFrameRate=False,[TextureStreaming]:PoolSize=100

https://dev.epicgames.com/documentation/en\-us/unreal\-engine/configuration\-files\-in\-unreal\-engine\#overrideconfigurationfromthecommand\-line

Regards,

Martin

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