I followed a tutorial on how to make a functional menu to adjust my game’s graphics settings, apply them, and save them to the computer. Therefore, in my menu I adjust these parameters, then when I quit the game, I find the same parameters as left before. But here’s the problem: when I want to start a game from my menu, I click on a button that brings me to a new map, but when I try to load the graphical settings I stored earlier to apply them in this new Level, the “cast to SaveGame” fails, and my values take those by default, that is to say minimal. My game quality is therefore very low and the sensitivity of my mouse is zero. I don’t understand how this “cast to SaveGame” (located in my Level Blueprint) can fail. Also, when I exit my level and come back to the menu, and open my widget to display my options, these take their default values, that is minimum, again. I followed this tutorial to set up the options menu, but not to be able to transmit the variables to other levels: Change Graphics Settings In-Game - Unreal Engine 4 Tutorial - YouTube If you have any blueprint to show to me so as I understand the problem, do not hesitate ! Help would be mush appreciated !
You need to cast you YOUR save game ( whatever you called it ), that’s where you put the information.
If you don’t get what I mean, post your level BP code so I can see what’s going on
That’s what I did. After going through my menu, I open my Level and I do a “Cast To BP_SaveGame” (the name of my SaveGame). Therefore, I extract the variables that are integer type, which I use as an index to then, coupled with a command Array, find the same graphic parameters as those defined in the menu earlier. But as I saw that these variables were all set to their default values (0), I wanted to check where it came from by making a print string in my Level: the variables of my BP_SaveGame are not read correctly, they therefore take their default values: 0.
This is the start of my Level blueprint, where I call this function I made:
That’s what’s inside:
Ok, so if that cast fails, it means it’s not a BP_savegame.
Can you show the where you create it, and the code that updates and saves it?
Do you need more help?