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Reference Tracking and Renaming

LiveConfig uses Unreal's Searchable Names in the Asset Registry. When an FLiveConfigProperty is saved in any asset (Blueprint, Level, Data Asset), its name is registered as a searchable dependency.

  • Use find usages on a property name in the LiveConfig editor to see all assets that reference it.

Renaming and Redirectors

If a property needs to be renamed, LiveConfig supports Property Redirectors via configuration.

  1. Add a redirect entry in DefaultGame.ini (or through the LiveConfig settings):
    ini
    [/Script/LiveConfig.LiveConfigSystem]
    +PropertyRedirects=(OldName="Old.Property.Name", NewName="New.Property.Name")
  2. When an asset containing the old property name is loaded, it will automatically be updated to the new name.
  3. This system mirrors GameplayTagRedirects, ensuring that renames don't break existing references.

When using the RenameProperty function in C++, you can optionally pass true for the bCreateRedirector parameter to automatically add a redirect entry to the PropertyRedirects map. For structs, this will also recursively create redirectors for all member properties.