NextGen Settings: A cross-platform graphics configuration plugin to bring AAA graphics menus to any team.

I am working on a next-generation graphics menu system intended to bring AAA levels of in-game customization to any team. I have built systems in the past for both personal projects and full game projects, and this plugin, which I am calling NextGen Settings (NGS), is a combination of all the knowledge I’ve gained from those experiences into an easy-to-use tool.

I am just starting my art push, as most of the technical backend is already finished.

Some of the key features of this system include:

  • Full gamepad and keyboard navigation

  • Multi-mode widgets allowing interaction as a dropdown or a toggle box

  • A multi-function widget enabling reusable logic across sliders, combo boxes, toggles, etc.

  • Real-time graphics previews, allowing contextual visualization of current settings in combination with all other settings

  • Detailed descriptions of each setting, including warnings where applicable

  • Hardware impact specifications and VRAM consumption stats to better inform end users of the effect of each setting

  • Settings that go beyond Unreal’s built-in game user settings, allowing individual settings to be adjusted for fine-tuned performance

  • Support for supersampling and all current image filtering technologies, including DLSS 4, XeSS, and FSR 4

I am currently in the late technical stages of development and will be moving to artistic polish very soon. I am announcing this now in hopes of receiving feedback and feature requests. I have linked my Discord if you’re interested in chatting. Have a nice day!

Development Discord: https://discord.gg/KcneAeMAtm

pretty cool work.

some questions does it :

  • allow to change the icons based on the last input used? (e.g. when changing from kb to joystick, can i change my icons to joystick).
  • can you have modal dialogs ?
  • is it built on top of slate/umg? can it interact with umg?
  • how do you edit the ui?

keep it up !

Hey, sorry for the late reply.

  • I had a custom system for input icon switching, but once I moved to UE5 I switched it out for Common UI since it’s native to the engine. It’s the only aspect of this system that relies on Common UI, so yes this supports dynamic prop switching.

  • I haven’t finished with the modal dialogs yet. Setting confirmations is the only time I intend on using them, since I’m not a fan of forcing users to interact twice. But yes, modal dialogs are a thing and may or may not make it into version 1.0.

  • This is all built upon UMG and is totally customizable. I did my best to keep as much logic as possible in Blueprint to simplify it for non-C++ users. There are small aspects that utilize C++, but that’s all piped through user-friendly Blueprints.

  • The UI is edited like any other widget built in UMG. As for the options, they are currently handled by a list of custom widgets with data bindings based on a struct. In the future I’ll probably find a way to make this more hard-data driven, but this works and is fairly intuitive.

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