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

HI !

You made an incredible job on this :o but before get your asset I have some question.

Can I integrate easily your menu in a Menu Menu (Use it for the “settings panel”) ? If “Yes”, this is simple to do or I need to make a lot of work ?

Thank you :slight_smile:

Thank you for your kind words, sorry for late answer.
The menu is separated into UMG modules you can implement as a part of your main menu.
Included with project is a very simple Main Menu widget that reuses the modules for video/key/audio settings.


You can use the widget included in project as an example to implement settings in your own main menu configuration.
See manual part 7.8 for more details. http://goo.gl/Ze4kCF

Hi ,

Thanks for make some light on this for me :slight_smile:

I have test your demo and this is all I search ! Great jobs on it ! So … take my money ! ;D

I tried the 0, 0.5, and 1 options. 0 and 1 are identical. 0.5 is quieter. Granted this is 4.14 with the old version. Maybe 4.15 will help.
I also noticed that applying a setting of 0 resets the music to the beginning. 0.5 and 1 don’t do that.

Hi, I sent you a PM, I need to see more of your project to figure out what the issue is. I assume the default quality menu project still works fine on your end?

Unreal stops sounds that is no longer audible. Please enable “Virtualize when silent” on your audio asset to keep it playing in the background (and when you are out of sound emitter hearing range).

I would like to incorporate your main menu with my own. I’ve been checking out the BarebonesMainMenuMap to see how you set this up. I tried to migrate it to a new project to play around with just that. When I try to play it I get a bunch of errors. What did I forget to do?

Hi, you most likely forgot to set the project Gameinstance to BP_GameInstanceWithSettings.
See manual part 3.2

Hi ,

Your menu system looks absolutely amazing, but unfortunately I can’t use it for my project at all without gamepad support. You mentioned on the first page of this thread that you might add gamepad support in the future - Is that still the case?

Thanks!

Hello. The keybinding system is very sensitive. For example, when I want to select a slot and press the key, it detects the right and left movements of the mouse. I do not want you to perceive mouse movements. So even if the mouse is moving, I do not want it to be perceived. Do you have any suggestions?

In the meantime, thanks for this excellent system, it was great for my game!

Hi, there is a threshold where it registers mouse movement when listening for new keys. If you move your mouse fast enough, it will register as a directional mouse input.

If you feel this is too sensitive, you can change it in BP_ActionManager -> Listens New Mouse Bindings

Hi, I have been working on the Gamepad system. I got quite far in to it, but I met a road block where the engine started to have very long compile times.
Due to the large number of UMG components I had made and how they where connected, whenever you compiled one, the engine had to recompile all of them.
I was not halfway done making the UMG components, and compile times was over a minute for every small change. This was downright unusable for a developer.
There is alternative solution where I can avoid this, but it was adding more complexity to an already quite heavy system. As an asset on marketplace, I need to keep it simple as I can for others.
The system itself during runtime was fast.

I’m either waiting until engine don’t have to recompile all assets, or I get an idea how to make a better implementation. I had put a decent amount of work into it, so I really would like to finish it if I could.

I see, that’s too bad. It sounds like I would likely run into the same issues if I tried to implement gamepad controls myself. Let’s hope for a fix from Epic in a future UE4 release.

In any case, thanks for the reply and best of luck with any further development!

Hello! Now that the 4.15 version of the plugin is out how can I integrate it to my project? My game is developed in UE 4.14 with a 4.14 version of the plugin. If I try to open it with UE 4.15 the program asks to convert it to 4.15 so i guess it will also transfer the older version of the plugin to the new UE. How to replace the plugin without breaking all the blueprints (a lot of character blueprints!) of my game?

best regards,
Alexander Moschopoulos

Hi, I can’t speak for the rest of your project, but the settings menu blueprints can be converted from 4.14 to 4.15 without issues.

The update I made for 4.15 is a small bug fix patch. Nothing big.
Patchlog:

  • Fixed UI Audio Slider not reverting when clicking cancel in menu.
  • Fixed keybinding display output Raw Ascii work with multiple keys
  • Fixed combobox dropdown visuals to look hovered when mouse over text
  • (4.15 only) Fixed bug stopping blueprint nativizing. Small test with nativizer makes keybinding system go from 0.75ms per tick to 0.15ms!

If you don’t need this, you can continue on using the blueprints you already have and convert to 4.15.

If you want to update the asset with these fixes, you should update your project to 4.15, create a new 4.15 settings menu project from marketplace, and migrate the folders into your project.
They “should” hopefully overwrite the qualitymenu assets, and continue working. Take note that if you have made modifications to the settings menu, they will be overwritten.

Take a backup of your project before you do anything to it.

thank you for the reply! when you say “Fixed bug stopping blueprint nativizing” you mean it stops UE from making a build of the project? or it builds the project but without nativizing the plugin only? If its the first scenario then I will try to put the new version of the plugin because blueprint nativization is the primary reason I will update to ue4.15.

It failed packaging the entire project. The message “PackagingResults:Error: Error Unknown Error” was not very helpful, but I found out what stopped it.

Inside BP_ActionManager there is a variable PlayerController, in the advanced details, “Config Variable” was enabled.
It does not do anything for settings menu, but I had it enabled by mistake. Disabling it allowed the project to nativize successfully.

Disabling that might work for you if you want to upgrade from 4.14 to 4.15, but I can’t help you if you have other problems with nativizer.
The error messages it gives is not very helpful.

I submitted it as an issue.

@
Thank you. I will try this as soon as possible.

Hi, first of all thank you, very useful. If it had an option for android would be even better.

However I have a small question, is there a way to listen for keybindings? say I want to test if fire control button is pressed, how would I do that ?

Part 3.9 of manual demonstrates how to create a event in BP_ActionManager that triggers an event from “Action State” when pressed.
If you use output “Constant” from “Action State”, it will update every frame with the axis value telling if key is pressed and held down.

If you meant to ask for, “How do I listen for keybinding if player remaps key”, there is a built in notifier that can help you.
You first get a reference to the key combination, and then assign/bind an event to “Combination Updated”
You can find a example blueprint in QualityMenu\ExampleRoom\Blueprints\DemoAssets\BP_DisplayMapping


Thank you for your kind words. I am working on a update now, but I got to get a few more core features going before I add themes such as mobile UI.

, I used the new widget interaction component to get your menu in 3D and it works great!!! This is how I plan on providing full controller support.

http://i.imgur.com/UCo1ExV.gif