So in my project I use a .cfg file for storing options and unlocked achievments and it works perfectly fine. But when exporting the game the file (SaveFile.cfg) is created seperately from the .exe making it incredibly simple to just open up and edit.
If I add *.cfg to the export filter it seems to sort of work (the options that I've set are carried over, so the file must be there), but when the game is supposed to save something to the file it instead creates a new one seperate from the .exe.
If its relevant my functions for saving and loading look like this:
var savepath = "res://SaveFile.cfg"
var config = ConfigFile.new()
var loadrepsone = config.load(save_path)
func saveValue(section, key, value):
config.setvalue(section, key, value)
func loadValue(section, key):
return config.get_value(section, key, 0)