Repository navigation
Directive Utilities 2.3.0 adds Blueprint tools for local files and structured data. Read and write files, edit .ini settings, import CSV into DataTables, and run cancellable file operations in games or Editor Utility Blueprints.
Supports Unreal Engine 5.6, 5.7, and 5.8. Existing Blueprint signatures remain compatible.
New in 2.3.0
Files and async actions
- Read, write, and append text or binary files. Query file sizes and last-modified timestamps, or replace files atomically.
- Append text in the file's existing UTF-8 or UTF-16 encoding without rewriting earlier bytes.
- Use absolute paths or paths relative to the project's Saved directory.
- Run cancellable async text and binary reads and writes. Async writes use atomic replacement by default, and the nodes work in editor utility contexts.
- Watch for file creation, modification, and deletion in packaged desktop games. Watching continues while the game is paused.
CSV and DataTables
- Parse and write CSV with quoted fields, header-based access, and header and row-shape validation.
- Upsert or remove rows by key, and compare documents with keyed diffs.
- Import and export DataTables at runtime, replace their rows, and compare tables with reflected row diffs.
- Use native row structs or Blueprint Structure assets. Imports validate all rows before changing the table, and numeric exports preserve floating-point precision.
Config, date and time, and bytes
- Read and write typed .ini values, including strings, numbers, Booleans, string arrays, Vector2D, Vector, Rotator, and Color. Query or remove keys and sections. Reads accept default values, and writes replace files atomically.
- Format and parse dates with custom patterns, convert between UTC and local time using the rules for the specified instant, and format time spans.
- Compress and decompress byte arrays with zlib or gzip, hash bytes or UTF-8 strings with SHA-256, and compute HMAC-SHA256. Compression input and decompressed output are limited to 1,000,000 bytes.
Fixes
- Delay, duration, interval, asset-loading, trace, and movement actions now complete or cancel correctly in worlds without a game instance, including Editor Utility Blueprints. World cleanup releases the actions and clears their timers.
- Config readers return the supplied default for malformed or non-finite vector, rotator, and color components.
- Text append refuses an unreadable existing file rather than appending bytes in a potentially different encoding.
Downloads
Packages are attached for each supported engine version.
- Mac archives include Apple Silicon and Intel editor binaries.
- Win64/Linux archives include Win64 editor binaries and Linux Development and Shipping objects. Linux editor projects require a local C++ build.
- Fab archives contain the plugin source in the code-plugin layout.
Use SHA256SUMS.txt to verify downloads. Node documentation is included in the archives and available in the documentation folder.
Validation
Windows and Mac passed 61 Editor tests and 42 packaged Development tests per engine version. Linux passed 42 packaged Development tests per version under WSL2 with a headless renderer. Final automation reports contain zero warnings, failures, or skipped tests.
UE 5.8 Shipping smoke checks, append benchmarks, and performance comparisons also passed on Windows and Mac. A cooked Blueprint Structure fixture passed in Editor and a packaged UE 5.8 project. Linux Editor execution and full new-function Shipping coverage were outside this test run.