Before starting, sorry if there is little mistakes in my thread my english is not very good
So. I have a working menu in UE4 create with UMG (Unreal Motion Graphics UI Designer) and blueprint. I have create working graphics settings and i want that the player who choose graphics know what he have choosed. So i have found an idea, when the player click on graphics settings, an indicator appear on the bottom. Look this picture if u donât understand :
So, when the player ( client ) choose âHautâ ( = Hight â in french ) an indicator ( red for the example )appear on the bottom. BUT when he have choose all parameters and he have left the menu for play the game the settings are saved but not the indicators ( i donât know how to ) AND i want make a program who saved all indicators âVisibleâ when he click on the button âRetourâ ( =Return â in french) and after, set visibility to âHiddenâ.
I donât know how i can do this, i hope that someone could help me
You need to save these choices somewhere (In .ini, .txt, save file) after player made them, and then, after this option menu opens again, load all the saved info from saved file(if itâs exist), itâs not that hard, really, with VictoryPlugin by Rama you can save it to txt, for quick debugging, but itâll be best to use Unreal Engine 4 native save system, I think it will work like a charm for it.
I have find a way more simply but i donât know how i can do this in blueprint
For the graphics settings, i have take a super simple way : When the player click on a button, a console command is executed. Console commands looks like this :
r.ViewDistanceScale 0.7
To access to the graphics settings I have a âsubmenuâ check this image :
âOption Graphiqueâ = Graphics Options in french.
So, when the player click on this button, i need that the blueprint script check if ( for example )
r.ViewDistanceScale
is on 0.7 and if itâs true, set the visibility of the âborderâ ( on the first post, the colored lines ) on true.