Landscape Quality and Overall Scalability

Hello,

We are creating our custom GameUserSettings class, and we were looking to expose to our menus all scalability settings available in the editor viewport.

We noticed that:

  • GetLandscapeQuality and SetLandscapeQuality blueprint callables seem to be missing
  • Landscape quality is not taken into account by GetOverallScalabilityLevel, but is changed by SetOverallScalabilityLevel. Which creates discrepancies when trying to show “Custom” scalability in our menus.

Is this a known issue? or maybe it is like that for a good reason?

We also noticed PCG Quality which we wanted to add as extra, is not linked to overall scalability at all. No discrepencies (good), but not linked, which may be on purpose?

Best,

Hi,

The second bullet point looks like an oversight. Thank you for bringing this up!

I created a bug report for this issue that can be tracked here if/when it’s approved for public visibility: Unreal Engine Issues and Bug Tracker (UE\-349428\). There is no ETA as priorities for bugs and features can shift at any time.

As for the first point, I also added in the bug report that GetLandscapeQuality and SetLandscapeQuality blueprint callables were missing. It may fall under an API exposure request rather than a bug, but whoever will work on the bug report should be able to take a look at it.

As for PCG quality, PCG scalability is still in active development. The feedback was given to the dev team that users expect it to be linked to scalability.

Please let me know if you have any additional questions or follow ups, thank you!

Regards

Good day, giving an update: CL 47267730 on //UE5/Main address both issues.

  • Set/GetLandscapeQuality blueprint callables added to UGameUserSettings
  • LandscapeQuality checked in FQualityLevels::GetSingleQualityLevel()

Thanks for bringing this up!

I’m be closing this case, but feel free to respond here if you have follow-up questions!

Awesome👍