Global Config Nodes
Read and write values in project config or the current user's Unreal Editor settings.
Category: Scooter Utilities > Global Config
Choose a scope on each node. User Global is the default and shares values across projects for the current Unreal Engine installation and user. Project stores values with the current project. These nodes are intended for editor use; packaged builds do not provide a writable DefaultEditor.ini or an editor settings file.
Node Reference
| Node | Inputs | Outputs | Description |
|---|---|---|---|
| Get Global Config File String | Section, Key, Scope | Value, Section, Key, Scope, Result, Reason | Reads a string value. |
| Get Global Config File Float | Section, Key, Scope | Value, Section, Key, Scope, Result, Reason | Reads a decimal value. |
| Get Global Config File Int | Section, Key, Scope | Value, Section, Key, Scope, Result, Reason | Reads a whole number. |
| Get Global Config File Bool | Section, Key, Scope | Value, Section, Key, Scope, Result, Reason | Reads a true/false value. |
| Set Global Config File String | Section, Key, Value, Scope | Result, Section, Key, Value, Scope, Reason | Writes and verifies a string value. |
| Set Global Config File Float | Section, Key, Value, Scope | Result, Section, Key, Value, Scope, Reason | Writes and verifies a decimal value. |
| Set Global Config File Int | Section, Key, Value, Scope | Result, Section, Key, Value, Scope, Reason | Writes and verifies a whole number. |
| Set Global Config File Bool | Section, Key, Value, Scope | Result, Section, Key, Value, Scope, Reason | Writes and verifies a true/false value. |
The Set nodes pass through their input values so they can be wired into later nodes. Their Result is Success only after the value is found in the saved file. Reason explains a failure.
The Get nodes return the type's default value when a key is missing (empty, 0, or false); check Result to distinguish a missing key from a value set to that default.
Scope
| Scope | Reads from | Writes to | Persistence |
|---|---|---|---|
| User Global | The current user's EditorSettings.ini | The current user's EditorSettings.ini | Shared by projects using the same Unreal Engine installation and user. Available when the editor settings config is initialized; unavailable in packaged builds. |
| Project | The current project's merged Editor config | The current project's Config/DefaultEditor.ini | Shared with the project and normally checked into source control. The file must be writable. |
The Get and Set nodes use the same scope to find values. Project reads the merged Editor config, which includes project defaults and saved overrides. User Global reads only EditorSettings.ini; it is not a fallback layer in the project's Editor config.
Result Values
| Result | Meaning |
|---|---|
| Success | A Get found the key, or a Set verified the value in the saved file. |
| Key Not Found | A Get could not find the key in the selected scope. |
| Invalid Input | The section or key is blank, or the scope value is invalid. |
| Config Unavailable | Unreal has not initialized the selected config. User Global is unavailable outside an initialized editor session. |
| Save Failed | Unreal could not flush the config, or the written value was not present in the saved file afterward. |
Example
To persist an editor preference across projects:
- Call Set Global Config File Bool with Section
/Script/MyGame.MySettings, KeybShowIntro, Valuefalse, and Scope User Global. - Check that Result is Success before continuing. Use Reason to diagnose a failure.
- Call Get Global Config File Bool with the same section, key, and scope to read the stored value.
Tips
- Section strings must match the section name exactly, for example
/Script/Engine.Engine. - Use Project for settings that should travel with a project and User Global for preferences shared across projects.
- Changes to engine config can affect editor and game behavior. Use the scope intentionally.