Hi, I have my own personal project in development and in the graphics options menu I added DLSS support which seems to work when applied, the problem is that every time the game is restarted the settings are reset. How can I save and reload DLSS settings in blueprint?
Thanks in advance!
Thanks for your response, I know that video well but I asked for something more specific. I can already save all the graphics settings in my game except those inherent in DLSS which I asked for help with.
Thinking about this myself since I have to set up my menu infrastructure, but can you/we grab the values of CVars and re-implement them manually, just run the console commands?
You can save custom cvars in the ini file. Get the value and apply console commands based on those values.
ok, you are speaking another language… i can’t even understand… i only use blueprints. how can i interact with the .ini file?
Part of being a game dev is learning new things. Diving head first in some instances. Not everything is available to BP out of the box.
Link jumps to the GameUserSettings section.
I’d recommend editing the UGameUserSettings.cpp file. Add a Get and Set function for each new setting. Expose those functions to BP.
You’ll then be able to Set and Get those vars via a GameUserSettings Obj Reference.
I know this is old but I encountered same problem right now and I made it work. For future descendants, here’s what I did:
Downloaded DLSS plugins from here NVIDIA DLSS | NVIDIA Developer
Added DLSS plugins to your engine version\Engine\Plugins\Marketplace (make sure it is Marketplace and not Runtime otherwise your game will not build)
Also I migrated UIWidgetsLib plugin in the same folder which can be found in Samples\DLSS4Sample\Plugins
Then I opened DLSS4Sample project and migrated Blueprints folder to my project (it will also select referenced folders like CommonControls etc)
I went the easy way and didn’t change the UI, I just added a separate vertical box to my Menu Widget and added BPW DLSSSR Upscaling AA and BPW DLSSFG widgets to it (just search for them in the Pallet inside Widget Designer)
Then I worked with inside BPW DLSSSR Upscaling AA and BPW DLSSFG. I collapsed visibility for unnecessary settings like dev stats (I also deleted some stuff instead of collapsing but be careful with that, do that if you only know what you are doing, you can atleast unplug event tick inside BPW_DevStats_DLSSFG for performance)
The only stuff I left was this:
Then I created needed variables to save and load from my game instance. So I opened my Game Instance and created:
With default values being:
DLSSMode = Auto
RTXOn? = False
SharpnessValue = 0
DLSSFGMode = Auto
DLSSReflexMode = Enabled
Now we need to load and save this parameters.
For DLSSMode go to BPW_DLSSSR_UpscalingAA > Event Graph and at the end of Selection Changed (l_dlss) after Branch True cast to your game mode and set DLSSMode
Then inside BPW_DLSSSR_UpscalingAA open SetUpscaleDLSS function. You need to unplug Sequence Then 0 from setting a default value which uses Get Default DLSS Mode (custom function). We need to take it from our Game Instance (I know that we could change the custom function but we would need to do that outside from Unreal so I show how I did it the dumb but working way).
I suppose there is a way without doing switch on string but that’s the only way I know.
Also don’t forget to drag DLSSMode string parameter to UI State Set Selection Option.
Next RTX On setting:
Go to BPW_RT_Toggle_DLSSUpdated > Event Graph
and similarly add cast to game instance
Next Sharpness value, not too important but anyways:
Next Frame Generation:
Inside BPW_DLSSFG > InitBPW_DLSSFG
BPW_DLSSFG > Event Graph
Same with Reflex:
That’s all! Maybe there are better solutions but I didn’t find any and this is what I came up with, it’s working for me and hopefully it will help someone in the future. Goodluck with your game!












