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

Haha, that’s one way of doing it, love it!

Btw, I think I cracked the gamepad puzzle with 4.15 engine, I got a working menu navigation system now, that I think I feel happy about.
Still cleaning it up, but I like how it is set up so far. Most likely going to announce more info within this month.

I have question , and i really don’t know how to make it this , i tried to disable control in some trigger area , when i done in blueprint i test it , when i reach that trigger , nothing happened , can you tell me how to disable control ?
Please see Video Example

The keybinding system inside settings menu is entirely separate from the usual Unreal Engine Input system. It was the only way to make it work in blueprint.

When you disable input, you disable the default engine input system on that actor, but you have not stopped BP_ActionManager from running.

Here is a sample of a modification inside BP_ActionManager. If “Stop Actions” is true, then the event dispatchers is not called, and the character wont move.
The button to open menu is put outside of the branch, so menu can still be accessed when character movement is disable.d


Then you can enable/disable “Stop Actions” by accessing action manager from player controller.

Thank you now it’s work , i have other question how we can call input in blueprint actor , for example here video , but the result can’t call ,except inputs unreal engine will work not your inputs

https://youtube.com/watch?v=D2mJiD3mvW8

There are a couple of ways to do get input in other actors, I recommend you listen to events from from player controller action manager.
Get the player controller, cast to your character, retrieve action manager, and search for “Assign Action Use”


For performance reasons, I don’t recommend individual BP_ActionManager components in each of your actor you can pick up. It’s more efficient to bind events to the one inside controller.

Hello. I found can’t use the Disable Input ] & Enable Input ] Blueprint Nodes.

That sounds great! I guess I’ll have to keep an eye on this thread. :slight_smile:

Hi, sorry for the late answer. To have a keybinding system in blueprint I had to make it work independently from the built in input system. Therefore disable/enable the normal input system does not affect BP_ActionManager.

You can read how you modify BP_ActionManager here to create your own Disable/Enable functionality in BP_ActionManager.

Thank you, I still need a bit more time before I make an announcement. Real life you know. :wink:

I’m not sure if it’s my fault or what, but after adding this to my project, do I have to do anything special to add flying to my characters?

Sure thing, take your time. I’m happy to know it’s coming at all! :smiley:

How characters responds to the input is different from game to game, so the settings menu only provide the input system. The developer decides how the character respond to input.

There are plenty of different ways to make a flying character.
If it flies all the time, you can use the flying template blueprint as a starting point.
If your player is of type character, you should be able to switch movement mode between flying/walking and add an input to move up/down.

To add input for a new movement direction up/down, part 3.9 of manual shows an example on adding new events to BP_ActionManager.

Thanks for the reply, I think it’s my setup Sighs

You can start out testing with default engine input system and get your character movement working there.
Make your project in small steps to reduce complexity. It is so easy to make a mistake when doing multiple tasks at once.
Once your character movements is good to go, you can replace the engine input with events from BP_ActionManager.


Hello ~ :o

Thank You ~

I already used the solution on myself.

And I see yours.

That Player " Can always open menu " .

This is Good ~ :o

I will add it later.


Thanks for your Reply ~

Very Nice " Quality Game Settings ".

Save more time for me.

I want to know how did you get this in outputs VECTOR 4 ?
I tried to searched but i did not get it
please help me

&stc=1

Drag and drop a node connection to the output/input node.
It does not work with every variable type, but sometimes it lets you use a object/struct not show in the list.

Thank you , I’ts work :smiley:

Alrighty, so I bought the Quality Game Settings Menu and I’m looking at just wanting to implement it as you click a button and then it appears. Is there anyway to do this(without the Action Manager as it’s annoying?)

The settings submenu is made in modules so you can implement them in your own interface.


In folder “QualityMenu/HUD_UMG_Classic/BarebonesMainMenu” you can find a simplified setup for a main menu with a “Settings” button.
But the keybinding widget require a reference to a ActionManager so it can rebind keys. If you are making a settings menu without the keybinding widget, you can ignore using ActionManager.

There are very few nodes required to initialize up the action manager for a main menu, if you are fighting it somewhere, please tell me as I would like to know how to improve it.

In the Barebones Example main menu you have the player controller that contains action manager and spawn main menu widget.


Then you have the game mode set to use the main menu controller


The main menu map in the example is just a black level, set to override the gamemode with the main menu player controller.


So in that example

  • Main menu map is loaded in
  • It overrides the gamemode with main menu player controller.
  • That player controller spawns the main menu widget with an instance of ActionManager.
  • Action Manager is sent into the keybinding subwidget.

That’s the main steps of how barebones menu is initializing, but you follow similar steps when setting up a pause menu in game.
Do ask me if something is stopping you from progressing.

The latest version of this plugin causes the editor to crash when entering play mode.