1. Create new UDeveloperSettings class

    #pragma once
    
    #include "CoreMinimal.h"
    #include "Engine/DeveloperSettings.h"
    #include "ClassName.generated.h"
    
    /**
     * 
     */
    UCLASS(Config = Game, defaultconfig, meta = (DisplayName = "Your Display Name"))
    class UClassName : public UDeveloperSettings
    {
    	GENERATED_BODY()
    
    };
    
  2. Create variables

    #pragma once
    
    #include "CoreMinimal.h"
    #include "Engine/DeveloperSettings.h"
    #include "ClassName.generated.h"
    
    /**
     * 
     */
    UCLASS(Config = Game, defaultconfig, meta = (DisplayName = "Your Display Name"))
    class UClassName : public UDeveloperSettings
    {
    	GENERATED_BODY()
    
    public:
    	UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category = "General")
    	TArray<FName> SettingsPropertyName;
    };
    
  3. Add DeveloperSettings Module to Build.cs

    PublicDependencyModuleNames.AddRange(
    			new string[]
    			{
    				"Core",
    				"DeveloperSettings",
    				// ... add other public dependencies that you statically link with here ...
    			}
    			);
    
  4. Load Class Defaults Object

    	const UClassName* ProperyName = GetDefault<UClassName>();
    	// Access defaults from DefaultGame.ini
    	OtherProperty = PropertyName->SettingsPropertyName;
    

<aside> 📄

https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/DeveloperSettings/Engine/UDeveloperSettings

</aside>