In the editor, I set low graphics settings to have better performance, but when creating the build, there are ultra graphics settings by default. How can I do to make the build having the same graphics settings as in the editor or just be Medium Scalabillity Settings?
You can set the scalability while running the built package with the console command
( 0-3, 3 is Epic ).
But this method work for making scalability 1 the default setting for the build so if I send it to someone it would be scalability 1 for them too?
If you write some code so that the game switches to 1 on being play, then it will be for them also.
I don’t know if you can knock the whole build down to 1.
But is there any way to save these console commands in an .ini file and load from there? Like saving settings from an in-game menu to an .ini on the local machine? And not just the GameUserSettings, but ALL console commands, like AntiAliasingMethod, for example?
Some things you can do with GUS, as you know. The things you can’t, you have to put the in a save game, and reload it next time ( using the console command node )
Doesn’t seem like the right way to do it though. Normally, settings are saved on the local machine in an .ini, and they shouldn’t depend on save files. I didn’t even see any plugin on the marketplace, that allows you to do it. Fortnite does it though, but how?
The editor reads these modified Cvar’s values just fine, but not the packaged game. Like, if I change r.AntiAliasingMethod through console command, it saves that for the next time I play in editor, so there must be a file that holds these vars, but where? I couldn’t find it. And why is it unaccessible in a packaged game?
I’m pretty sure you can only write certain settings with GUS.
Yeah, but not GUS, I’m talking about changing (and saving) settings modified with console commands.
Then I think you need the save game
Yeah, but Fortnite does it, and it’s not through save files. So probably C++, but I wouldn’t know where to start.
Definitely not going to use save game, though. For a proper product, that’s bad.
A proper product? Lots of ‘real’ games have save files…
Why is it bad?
Because save files go on the cloud, like with Steam, they’re meant to be transferable to a different machine. You don’t want settings saved on one machine to be ported over to another, when the player decides to install on a different PC. Those settings are there to make the game run well on that particular computer, hence the whole point of all the ini files. But I guess Epic just doesn’t want to give us the functionality when it comes to changing and saving certain console variables.