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

Hello,

I searched the “DT_InputActionList” data table that have all the key inputs and I wanted to change some of its default data. There is no option for a combination, for example Shift+1 or Ctrl+5, only a single key input or negative axis check box. How can I assign a key combination in the data table? I don’t want to do it in-game because every time I package my project I have to do it again inside game.

Alexander

Yes, it’s possible to have combinations in DT_InputActionList.
Press the little plus symbol on primary or secondary combination to add keys to that combination.

https://i.imgur.com/QWOcvwA.png

If you change default values in DT_InputActionList, you might want to reset the settings save file so you can load default bindings and see that they work.

https://i.imgur.com/RatoUPO.png

Sorry for the late answer, this should work with most projects. The keybinding system only gives you the events from rebinded keys, similar to the standard events in engine. It’s up to you and your game to receive those events and react to it.

In the picture above it shows, that I can create a project but not add it to a project. I find this kinda strange as this is more of an addon as a standalone project. I was wondering if you could contact epic and get them to switch/add the option of add to project.
Thank you :slight_smile: Very nice product.

Thank you.
This is intended since project requires a gameinstance setup to function properly. This gives the user a easier starting point that shows the asset they bought is indeed working. While it is possible to have project as an “add to project”, I fear it will cause way more beginners thinking it is broke.

It’s better for new users to have a standalone project showing its functionality, and having a working reference.
Then it’s easier to get make customers follow the manual, explaining how to migrate project and the continue setup from there.

I have not yet seen the possibility to have both create project and add project in launcher.

I see thank you for the reply, I didn’t realize there was a manual I’ll go over it later today make sure I did everything right. but without the manual it took me +1 hr I think to get everything working again. But the game instance thing makes sense. The only problem I had was not realizing something had interfaces in it.

Keybinding widget is very poorly made for localization :frowning:
Changed the type of categories and names to text, it seems to work … :smiley:

The blueprints was made before the engine had better support of localization, (and before I had better understanding of text type and how it interacted with language). In most cases, changing blueprint variables from string to text should improve that, but there are some logic using strings that needs to be rewritten.

I changed the types from string to text wherever there were blueprints compilation errors, I hope it will work :slight_smile:

I didnt have time to read everything, just wondering, is it possible to easily add to an existing project? without changing gameinstance or any other bp… lets say I put it on the content folder and somehow I can plug&play it
regards

Its not difficult to apply settings menu to most existing projects, but you are required to read the manual and follow the implementation guide, it will not work by itself.

If​​​ you are using a custom gameinstance, you need to implement the settings interface on it, also described in manual.

Thank you @ :slight_smile:

Hi There! Really like the menu! Setting up volume control and video settings control were super easy!!!
However, I have an issue where I have custom FOV in different levels. So, an across the board solution is not what i want. I’ve tried looking around for a place where i can disable the FOV interactions, but no matter what i try, there are issues. It seems the FOV control has also taken control of my cinematic cameras as well. In addition, once I toggle the menu off and on once, it messes up my mouse interaction. I’m making a point and click game. Any thoughts on that?
Thank you!

Hi, Thank you.
FOV overrides inside BP_SettingsCameraModifier. Simply reroute the FOV input node to output in function BlueprintModifyCamera, and it will no longer affect the field of view.

https://i.imgur.com/QR9uKL6.png

Yes, when WB_ClassicSettingsMain closes, it hides the mouse by default. You can fix this in its event graph.
Modify “Set Show Mouse Cursor” and “Set Input Mode xxxxx” to suit your game better.

https://i.imgur.com/jBkEZJp.png

Excellent! Worked Like a charm! Thank you for your help!!

Hi!
First of all thank for such a good tool, it saved for much time for me =)

I got a little bit stuck with implementing one feature and hope you can give me some advices.

I need any way to detect if key was pressed for a defined time period to make possible assign different events for single button click and for long held of the same button. For example turn on vehicle headlights by short clock and turn all lights by helding same button. Or come closer to the lootbox, hold interaction button, see filling progressbar widget while holding button, and when it’s filled - box opens. You’ve got the idea.

Currently I have this setup is my pawn BP:


Event tick for Enter, Action Manager event for opening gate.

It’s working fine, but i think it’s not optimal way to duplicate this kind of scructure for each possible input.

What’s the best way to make it more… universal? useful? I’m thinking it’s gonna be good to have one move exec “Was pressed for a N time” event on this stage at Action State macros in ACtion Manager BP, this should solve the problem with duplicating nodes. But I have no clear understanding will it allow get “input key time down” value accesible to make a progressbar for widget or anything similar.


So, what’s the best place to implement this feature?
Thanks in advance!

Hi, thank you. Your welcome.
My approch is to add an extra macro after Action State that can record and trigger times from an array. This will at the correct time trigger an event and and tell the array index of the triggered timer.

Depending on your requirements you can extend/modify these nodes. Do ask me if this does not help you enought in the right direction.

We will create a macro that recieves an array of times we want to send a trigger when action active for a timeperiod.

https://i.imgur.com/ijlsm37.png

Action State gets tweaked to add a new “Finally” event that will be triggered at the end of sequence.

https://i.imgur.com/BVWHojL.png

For the macro itself, it starts to record the time key is down by using “Get World Delta Seconds”.
Then for each timefloat in array, it checks if its bigger this frame, but was smaller last frame. Then outputs the index of timefloat triggered.

https://i.imgur.com/yzWOtsM.png

Looks like it’ll fit my needs, i have to implement this and check it.
Thanks for the solution!

Hello ,
I purchased your asset last week, and i got it to work :smiley:
Now theres one BIG problem tho, that i would like to ask your help with.

Every time i select fullscreen, and restart the game, this is the only thing that doesnt save :frowning:
The ini file is set up right, and the gamesettings aswell.
I putted everything to fullscreen default, and so, the menu shows fullscreen as default, even tho it isnt in fullscreen until i select it again and apply it again.

Thanks in advacnce,
Dylan.

Okay I’m using Unreal 4.18 for my project and I’m having some odd issues with the Menu System. Every time I try and run my package game I keep getting the message **Error: Quality menu: Unable to Get Game Settings Interface from Game Instance. Please see manual to set game instance to GameInstanceWithSettings or implement GameSettingsInterface **and because of this I can’t mess around with the options.

Now I looked into the problem, and tried many different methods to fix this issue, but nothing seems to work, both GameInstanceWithSettings and GameSettingsInterface and I still get the errors.

I could really use some help on these issues.

UPDATE: Well I found the problem and luckily it had nothing to do with the Quality Menu, it turns out the Unreal Engine 4 has an odd bug properly saving info to the DefaultEngine.ini, it will save some areas like the games instance, but something like the GlobalDefaultGameMode in my project didn’t properly saved to have the new Game Mode that I’ve selected for my project. So what I did was I went directly into the DefaultEngine.ini file and rename the GlobalDefaultGameMode to the actual GameMode I have selected for my projected and surprised this completely fixed the problem.

This was an annoying issue, but happy to find the problem and glad it wasn’t from this great asset.

would this work with a pre existing game and assets. I got a couple levels done and am using Marcin’s third person shooter kit character blueprint. cant see being able to just delete all the nodes in the character blueprint though. also , how can one download a demo? or is that just for the tutorial video? at the link I only see the video , a manual, and support contact. other than the older version options . I am using 4.18. thanks