How can I make a brightness calibration menu)

Hello everyone! I’m making an options menu, and I’m stucked in the brigthness calibration menu.
How can I make a menu like this? Is just a widget with an image? And the slidebar just changes the postprocess exposure in realtime or what?
I’d really appreciate your help T-T

I have an idea that I haven’t tried before.
In the level blueprint, you can get a reference to everything in the level, including the post process volume. It should be possible to have a float in the UI that you save and then goes into the level blueprint to drive the brightness slider. If you clamp it on the output between 0 and 1, it should match up with the PP volume range.
This should be possible to do in real time, for example on a pause screen, where you can open up a sub-menu for settings. Or have a image or a tiny part of the map or something in the Menu map.

If you create a custom event in the level BP or one of these event dispatchers, with an input for the float, it might do the work.

How to connect it, I can’t tell you, but I’m guessing event dispatchers, casting or a blueprint interface might be the way.

This would probably include a save game object to keep the settings for the next time the game is loaded.

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There may something here you will need:

Thank you so much! @anon18065303, it works fine. I didn’t know about this node:
image
I was creating a new settings, and that was overriding all the settings of that postprocess.
I’m marking this as resolved!

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That’s good! I didn’t know about it either, just went looking on YouTube and this particular video was hiding amongst the rest. It’s rather interesting not more make tutorials about this, because it’s very important. Especially being able to toggle all these things that eat up performance, like bloom.

Hey @anon18065303.
One last question that hasn’t been resolved… I understand how to work with the postprocess now. But… How people use to do with the calibration images? Cause I think that images doesn’t respond to postprocess settings. I think a way to do it is just work with the alpha channel of the image, but I don’t think is the proper way. You got a better idea?

I have been thinking about this, but want to provide you with a very good solution.

Can you reply with the widget blueprint code please, so I can see what you have so far.

I’d take a step back to say that in my opinion, your PostProcess solution won’t work well enough.

The point of brightness calibration is to compensate the settings of the screen, to make sure that the brightness of colors seen by the player are similar to the values for which you’ve designed the experience.

Now, since screens (naturally) affect everything, including the UI, proper brightness control should also affect not only the game, but the UI too.

You can achieve it by setting the global gamma (look for DisplayGamma in the source, you’ll find the usages and whatnot), i.e.

GEngine->DisplayGamma = value;

Of course, you might not want to affect the UI for some reason, or my understanding might be flawed, but I wanted to share this option too as I believe it’s more universal.

Good luck!

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This is of importance to projects without the Post Process, using forward shading for example. Do you know if this can be done with blueprints?

Try this:

Step 1

Step 2

Step 3

There are fancier ways of doing this, but this should work. If you get errors, just reply and I will get this right, as I will be using it as well. Hence, thank you for the post, one more cool thing to add to my project.

This should increase and decrease the brightness by 10% each time, from totally black to totally white.

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