Blueprint console variables
Blueprint console variables are custom game console variables registered by Auto Settings from Blueprint assets. Use them when a Blueprint-only project needs a game-owned value such as game.MasterVolume or game.Language.
For C++ projects, prefer C++ console variables and Unreal's native console variable system instead of Blueprint console variable assets.
Supported value types
| Type | Blueprint Class | Use Cases | Examples |
|---|---|---|---|
| Boolean | ConsoleVariable Boolean | Feature toggles, on/off settings | game.ShowSubtitles |
| Integer | ConsoleVariable Integer | Discrete levels, enumerated values | game.DifficultyLevel |
| Float | ConsoleVariable Float | Continuous ranges, percentages | game.MasterVolume, game.MouseSensitivity |
| String | ConsoleVariable String | Text values, language settings | game.Language, ui.Theme |
For Integer and Float types, use the Clamp node in OnChanged events to validate ranges and prevent invalid values.
Create a Blueprint console variable
Create the Blueprint class
- Right-click in the Content Browser and select Blueprint Class.
- Search for the parent class
ConsoleVariable. - Choose the appropriate type from the table above.
Configure class defaults
Open your Blueprint and set the Class Defaults:
- Name: The console variable name, such as
game.MasterVolume. - Default Value: Initial value used when Auto Settings registers this custom console variable.
- Help Text: Description shown in console help.
Example:
Name: "game.MasterVolume"
Default Value: 1.0
Help Text: "Master volume multiplier (0.0 to 1.0)"
Use a prefix to group related settings, such as game.* for gameplay, audio.* for audio, or ui.* for interface. Avoid spaces and special characters.
Implement the OnChanged event
- Switch to the Event Graph.
- Right-click and add Event On Changed.
- Implement the logic that should run when the value changes.
Example:
The example project uses a more complete implementation with Push Sound Mix Modifier and Set Sound Mix Class Override for proper audio mixing.
Your Blueprint console variable is automatically registered during Auto Settings initialization.