How to update custom options on player and widgets

Hi,

What sort of setups do people do for there own custom options like sensitivity, subtitles on/off, brightness etc. There’s a billion videos on how to change the graphic settings but I’m only interested in custom options. My problems are numbered 1 and 2 others for reference.

I’m using what I call base widgets that have things like sliders, checkboxes and arrow selections. Here’s the base custom checkbox for all checkbox options
image

  1. Currently per option I have to bind the click event per button and then make the option via a struct. This isn’t the end of the world but maybe a better way to do this?

  2. The biggest problem lies when setting the appearance of the widgets on construct (it also refuses to work with my current setup). Without doing lines and lines of nodes, really not sure on how to tackle this one. Example of single option below.

Lastly for my player, I get a ref to the options struct on begin play and feed the latest value where needed

ok I actually figured alot of stuff out, in a very complicated but modular manner :slight_smile:

My main concern is that I have to create a data asset parent per menu, per option type. For example the controller menu has checkboxes and sliders so I have to have a MAP for both

In the save game I then need to check against an array that I manually add to to see the default options

My question is, is there another way to store the current and default value that can easily be accessed from the save game and widgets? Anyone done a similar setup or is there one on the marketplace like this? I’ve seen alot where people store each individual value as a single bool or float etc but that’s not very modular if I want to easily add more