Quality Game Settings Menu, a good looking UI ready for use

Is there a way to manually (with bnlueprints) adjust the post processing in the bp_SettingsCameraModifier. I want to change some of the settings like auto exposure based on the map. When a map loads I want to update the Camera Manager. In the documents is says configure the BP_SettingsCameraModifier but you can only do that at start up. There doesn’t seem to be a way to update that in the game through the level blueprints.

Hi, with configure, I mean you can modify the blueprints inside BP_SettingsCameraModifier. It is a very small blueprint, that only reads values from gamesettings and applies it to camera post process settings.

You are free to add your own variables to it, if you select “Make PostProcessSettings” you can add more pins to it in the details tab to configure other effects.
You find it inside function “BlueprintModifyPostProcess”
(Be aware that adding more settings on camera modifier will override other post process using the same setting)


Then, depending on your map/situation, you set your variable inside the camera modifier reference.

hey guys,
i have seen this pask was upgraded to 4.13, then think to upgrade it in my project; just a question, how can i do it? just migrating the new pack overwriting the old version in my poject?

Hi, I moved some assets around to follow a style guide, so this time I reccomend you remove old settings menu before adding the new one.

Ok, thank you

Hi again,

How do I use a keybinding to trigger something in a level instead of just player controller?

I created an “action button” binding for it in DT_InputActionList, and added the connections in Action Manager, but is there any way to trigger an event in a level blueprint based on said keypress? (like using the InputAction command)

Thanks

I did not plan the keybinding system with level blueprint in mind, but you can steal some nodes from action manager and make your own little event system in level blueprint.

Get game settings and get your key action from it, then use event tick to check the current state of key action.


This should let you trigger events in level blueprint. I have not fully tested this approach, so tell me if it goes awry somewhere.
(This assumes you only have one player, local multiplayer not supported)

Thanks for the great updates you have added to this package, have had this package for a long time and only just realized keybinding had been added among other things…thanks again great value

Thank you ^^ It’s no easy way to tell customers that their asset has been updated, so nice of you drop by.

As a gift, a teaser of the next update. :smiley:
It’s far from done, and I am only working on it in my spare time, but the early foundation of menu navigation is done.


Super disclaimer, this is work in progress, and I don’t know how far I can push all widgets yet.

Buttons and Checkboxes currently works, you add a widget to your buttons, and it will read and use its style (and plays sounds).
You can manually control how widgets are connected, or wrap them in a special container widget, that connects them for you.

There is a ton of things going on in the background. Its designed to be a general navigation system.
Not only for UMG menues, but also 3D objects in game world. (But lets make UMG work first)
There is a bunch of advanced features I would like to add, but I don’t yet know what will make the cut.

This is all blueprints btw.

FYI - This project has come a long way since I purchased it. Great work!

One thing I would like to see is a big in-your-face type confirmation dialog that pops up whenever you click the Exit Game, and Apply Settings buttons. The double click on the exit game button is subtle and nice, but it is easy to miss if you’re not used to that mechanic.

You are free to customize and add any quit confirmation window suited to your game.
I like it the simple way it is now, but I do admit that it’s too subtle, so it will be fixed next patch.

How do I enable an input to be used when game is paused? Usually there’s a checkbox on the input but with this it’s set up differently.

Not at my computer at the moment, but you should be able to set “InputAxis Update Keybinding” to tick on pause. That is what ticks the keymapping system.

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Ah, it is firing, i just paused it while looking at the thing that pauses it hahaha so it just instantly paused it again when i clicked to unpause. easy fix. sorry for the trouble.

Hi !
I try to install your menu in my game but I can’t manage to make my game use your BP_playerController…
I’ve open a thread about this issue here](I can't use a custom playerController and I don't know why :) - Blueprint - Epic Developer Community Forums)&p=620321#post620321) (I don’t think my problem is directly link to your work).

Edit : and it’s solved :slight_smile:

Settings menu patch for 4.14 is now live on marketplace.
This is only a compatibility patch from 4.13 to fix a broken blueprint connection.
New features in 4.14 like forward shading renderer have not been tested yet, so please report if you experience problems.

If you have an existing project and want to update it to 4.14, you only need to fix a connection in BP_SettingsCameraModifer.
Set it so gamma and gain converts float value to vector4 input for “MakePostProcessSettings”.

Is the global post process object no longer required?

No, it changed with 1.6 release. It is simplified with a camera modifier instead.
You no longer have to add one post process actor to every map.

For more control over post process, you can modify BP_SettingsCameraModifier.
Be aware that BP_SettingsCameraModifier also overrides any Gamma/Gain/Bloom Intensity you make with another post process actor.

Awesome! Is there any way to modify multiple sound assets simultaneously? I have an entire folder of music. Is there anyway to set all of them to SC_Music simultaneously?

Yes, it is possible! Select all your audio assets, then open them in “Bulk Edit via Property Matrix”


Inside Property matrix, find “Sound Class” table item and select SC_Music asset in content browser at the same time.
Press the arrow next to the “Sound Class” edit field, and it will apply SC_Music to all items in Property Matrix.