# Accessing via Blueprint

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verified: 2025-11-20 version: v39
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## Getting data for a property

Live config settings can be retrieved in blueprint via the `Get Live Config Value` nodes. For convenience, it is recommended to use the typed variants as this automatically casts the setting value to the appropriate type.

<figure><img src="/files/icr71LHrv8g3GwIQVk1A" alt=""><figcaption></figcaption></figure>

To retrieve a setting you must specify the `Config Type`, which dictates the Live Config category your setting falls under, and the `Attribute Name`, which is a `.`-delimited string path to your Live Config value. For instance, the following node:

<figure><img src="/files/kjrH4BQyV1zSFUam8uY7" alt=""><figcaption></figcaption></figure>

queries the following value from the `game.json` config.

```
{
    "Activities": 
    {
        "MaxActivitiesPerPlayer": 5
    }
}
```

You must also specify a `Value on Failure` on your query, which is a value the node will fallback to if the config setting could not be queried (this can happen if you have a mismatched type, an incorrect config/attribute name, or if the setting has been deprecated altogether).

## Listening to property updates

To handle live config values live-updating, the recommended way to listen in-game is by using the `ListenToLiveConfigUpdates` helper function. This triggers the `ConfigUpdatedDelegate` once LiveConfig is ready, or triggers automatically if LiveConfig is already ready, and then also triggers for subsequent updates. You can use this to therefore initialize and update any state that depends on live config values.

By default this node will listen to live config updates from any config type. If you want to only listen to updates for a particular type (e.g. if you know you only care about `Game` config values), you can specify this in the `ConfigToListenTo` field.

<figure><img src="/files/03wxWWjMnPEcjRMjJd5c" alt=""><figcaption></figcaption></figure>


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