Drag into your UI and turn any console command into a setting.
Auto Settings is a comprehensive and highly configurable game options and input binding toolkit for Unreal Engine 4 that supports a range of functionality that is standard in modern PC and console games.
It is designed be as fast and simple as possible to use, building on top of and enhancing Unreal’s systems so that it is painless to integrate with existing projects.
Using this plugin to create settings and input binding menus requires no code and even no blueprint nodes, simply add the plugin to your project and start placing widgets in your UMG menus.
Settings and input binding without code or blueprint, just place widgets in your UI
Loads, saves and applies automatically using Unreal’s systems
Easy to restyle for your project
Settings:
Add a setting by placing a widget in your menu and setting a console variable
Use any of the hundreds of Unreal’s built in console variables
Add new console variables, in code or in blueprint - create additional settings Unreal doesn’t have already
Apply and save automatically, or have the user press a button
Flexible, restylable controls: Radio Buttons, Slider, Spinner, ComboBox, and CheckBox
Extend the system with your own widgets for more specific cases
Input mapping and rebinding at runtime:
Uses Unreal’s input system, works with your existing input
Place widgets in your menu and choose which action or axis they are for
Allow separate mappings per local player
Handles multiple bindings for the same action, which can also be separated by key groups such as Keyboard and Gamepad
Whitelist or blacklist specific keys
Modifiers (Shift, ctrl, alt, cmd)
Input button icons
Display inputs as icons instead of text
Access input icon anywhere in your project, always show correct icons
Elegant switching between icon sets (Xbox, Playstation, Small, Large, etc)
I try to support as many possible options that developers might want out of the box, and plan to support this with new features that the community needs.
If you have any questions, issues, or feature requests please let me know!
Input-related logic has been moved to a new module called AutoSettingsInput. This should be a seamless change from Blueprint, but module and class names may have to be updated if you are referencing input-related plugin API from code. The new Input module also has its own page in the project settings, which is migrated from the existing page automatically.
Hello, It seems the new update makes every project that has Auto Settings Enabled prevent all inputs from working. I’ve tested this on 8 different projects and it does the same thing but if I disable Auto Settings and restart UE4 inputs work again. Help?
Hey would it be possible to get a build for the UE5EA? I’m currently working on a project with Unreal Engine 5 and I’d like to get the settings menu over and done with (preferably with your plugin). I would try and build your plugin, but I’m not sure if there’s any source code to build from that you’ve made available. Thanks in advance!
Hey there, you should be able to copy the plugin from the engine it’s installed in into the project or UE5 engine, and remove the EngineVersion line from the .uplugin file.
Hey, thanks for the help! While I did have some trouble at first (a bunch of compiling errors and whatnot), once I put it into my actual project instead of UE5 itself everything just suddenly worked. Either way, everything works like a charm and I’m quite happy to have learned that you can even do this in the first place. Cheers!
Hi there. I just discovered your plugin a few days ago and I can already see myself using it in every project I tackle from here on out. What an awesome piece of kit!!!
Having said that, though, I am running into one little issue… I hope you can help me out please!
I am using a PS5 controller and the left stick X axis is not visible during input mapping meaning I cannot set any input to the left stick x-axis. The y axis and the right stick both function but it doesn’t matter what I press it always shows the icons for the LEFT STICK Y-AXIS. Weird, right? How do I fix this issue?
On another note:
I noticed there is a beta sample project that uses the enhanced input system and I am thinking perhaps I should move over to that since you are clearly fixing to replace the old system with this so why not get a head start? …but I can’t see where to get the beta version of the plugin. You only say “Get it from FAB” and fAB says “Here is the release version”.
Should I continue to try and fix this bug and use the released version or would it be a good idea to move over to the beta version now? My game is in the pre-pre-pre-alpha stage so I am nowhere NEAR ready to ship so I don’t mind using betas.
As it is now, I am able to configure my inputs using your system but I cannot get my code to USE it. I have advanced input setup and it is using THAT, no matter what I do in your plugin
I thank you kindly for any assistance you can offer me.
Some info for you:
UE version 5.5.4 running on a Mac Mini M4
Plugin version 1.29
Official PS5 controller
Steps to reproduce: I moved the plugin to the project as instructed so the code could build. I then followed the instructions to migrate the code from the sample project into my project and then added your UI to my WidgetSwitcher. For the bug to happen in the sample project I just downloaded the project and then copied the plugins folder from my project into the sample project
I have not tested this in a build yet so I can only say it happens for sure in the editor
Unfortunately the sample project doesn’t seem to generate any log files for me to upload