Hi,
I want to do a dlss settings based on a slider, basically I want that the dlss(that I will turn on/off with a button) will scale resolution not based on preset but on a slider that will fix the resolution(I m doing it in a widget blueprint but if you have other ways I m open to them).
Here the diffiulties I have:
1)I don t know which slider to use cause when I write slider in the search bar it give only the audio sliders not a generic slider(so I don t know if they have build in code that make it uneffective for what I ve to do)
2)How the slider work, I mean, there is a precise node that do all the thing or I have to build the whole thing?
3) when I previusly implemented dlss, when it goes off it do not restore the original resolution, I m doing something wrong or I just need to add the node for return the resolution to the original?
Thanks anyone for the help
There is a basic slider. Is under common branch in the palette tree.
To make the slider fetch resolutions, set its step size to 1 in the details tab (and tick ‘mouse uses step’ option so it snaps to increments). Then in graph add the on value changed event for slider, truncate the float it spits out and use that to get resolutions from an array.
For example, I got supported resolutions from my monitor and used it to set a text label on the widget like this:
Should be able to feed the result to a real function to set resolution.
If you want more control over the resolution options, you could make your own array var of the IntPoint type and manually populate the default value with resolutions.
first of all, thanks for the answare.
So, I will have first to change resolution with the slider and then apply the dlss.
I will try it immidiatly, I will tell you if all work, thanks again at least I know where to start.
P.S.
I have some difficulties
1)what get is that? reference or copy?
2)is that an append string?
3) set what?
P.P.S.
I understood that what you showed was for another thing but the idea is what I need.
Still can t understand how it change resolution, probably I m dumb
1- Is a get copy
2- Yep, appending string there.
3- I just set text on a text block in widget instead of doing print string. Widget Looks like this in play:
To set the resolution, in theory, you should be able to feed the blue pin from the get to a Set Screen Resolution node. I can’t get that to work in PIE tho, and don’t have time right now to build out a standalone.
I’m not having luck with the renderscale either. But I did clean up the resolution events and moved application to capture end:
Using Set Screen Resolution command on game settings here because console commands often don’t work on packaged game.
Also added stuff to construct event for getting current resolution to set slider value:
I m still in editor for the implementation of upscalers and fixing some bugs but for the render scale with a normal slider I m ok, just do that one I did where you get the value from on value changed(slider)(connect on the multiply) but the execute is on mouse ended capture, it will change res when you release the mouse(after moving the slider), it work.
A suggestion is also to set the slider min to 0,3 or the game will get a lot pixelated under 20%.
I have to check if packed work but in editor it does.
The print string is just for debugging, on shipping it have to be removed.
P.S.
I asked to the developer assistant bot and he don t know any other ways to do it so or it work or it work
Hey, finally tested on the field; it works great and also the dlss and xess work propierly, here the blueprint for the render scale, is the part circled in red, I didn t made it for make dlss and xess work with the slider but it was just a my whim
If you need also the xess and dlss part I can send it but is done with buttons.
The slider don t have numbers near but it shouldnt be a that hard thing to do till you can print the res scale with that debug command, so you can take the output of the append and link it to a text and it will update
Anyway a huge thanks for giving me some hints to how to do it, I gave you the solution mark but for those who read my blueprint work, the slider is in the solution






