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Descripción

OVERVIEW VIDEO


Blueprint-friendly console variable management

  • fully exposed CVAR Blueprint Library

  • register

  • get

  • set

  • watch CVARs from any Blueprint

  • live change callbacks and cross-session persistence

The CVAR Primer exposes UE5's console variable system directly to Blueprints. Register Int, Bool, Float, and String CVARs at runtime, read or write them from anywhere, and bind delegates that fire whenever a value changes. All values persist automatically to .ini across sessions.

Pre-Built Widgets

Drop-in UMG widgets wired directly to CVARs — no boilerplate required:

  • Slider continuous float/int control

  • Carousel x Combo Box left/right step through a list of options with drop down Combo option

  • Multi-Button Select discrete button row for enum-style choices

Blueprint Function Library

  • Register, Get, Set, and Bind - all four types (Int, Bool, Float, String)

Listen to CVAR Changes anywhere

  • Bind a Blueprint event to any CVAR - fires on change, with optional immediate fire on bind

Cross-Session Persistence

  • Registered CVARs automatically save to Saved/Config/PrimerCVAR.ini

  • Change CVAR name via Project Settings > Primer CVAR

How To

  1. Drop a pre-built widget (Slider, Carousel, or Multi-Button) into your UI

  2. Point it at a CVAR name and default value

  3. Optionally bind change events for reactive logic

Or create your own with the fully exposed CVAR Blueprint Library.

USE CASES

  • In-game settings menus (graphics quality, audio levels, feature toggles)

  • Developer/debug panels surfacing engine or gameplay CVARs

  • Runtime tuning of gameplay variables without recompiling

PRIMERS

Part of the Primer series, this plugin prioritizes clarity, control, and practical workflows.

Formatos incluidos