Thanks for the reply. Yeah, all of the graphics settings (including shadows) work perfectly with no effort at all.
I only just now got to implementing the settings and was quite surprised they didn’t take.
I’ll use a blank project and get back to you ASAP.
I assume archviz is a visual demo with a moving camera?
The “Get Game Settings” node is only needed if you want to read data from it, (etc mouse sensitivity).
If you only want the menu, you can create an empty actor blueprint and drag it into the scene. This is the minimum node setup to display the menu.
The main difference is the added “Enable Input” from the “Get Player Controller”. This allows us to get the E-key event to open and close menu.
I assume by default every game gets a player controller assigned.
In other words, you don’t need a player class to enable menu. I have tested it, and it can be enabled from a player controller, game mode, game state or an actor in the scene. But it needs to have “Enable Input” for key presses.
Edit: **Important: ** You still need to set the game instance to be “GameInstanceWithSettings” in project settings. See part 3.2 in manual.
Fullscreen borderless is also called borderless windowed. Many players request this so you can quickly alt-tab in and out of game.
Fullscreen only does give more resources to the game. (Or I assume, computers are so powerful now a days it may not be much of a difference.)
If you test it out in a standalone game, you will notice a small flicker if you alt-tab in fullscreen. Depending on your system and your game, it can take seconds to alt-tab in and out. This does not happen in fullscreen borderless, alt-tab is quick and painless.
When I noticed this in the Marketplace today, the very first thing I did was look for a Field of View slider then laughed at myself. Too much TotalBiscuit. I might have to just buy this just to reward the FoV slider.
I’m looking for a way to set default settings when I launch my game, every video setting to “Epic”, 1920x1080 fullscreen, and 90 FOV but I can’t find how.
I looked into that, and I think I managed to replicate the error. In a shippingbuild the savefiles gets stored in your appdata.
Windows: C:\Users\MyUserName\AppData\Local\MyGameName\Saved\SaveGames\SettingsSaveFile.sav.
This overrides your changed settings even when you rebuild. Delete the save file and reopen the build.
I am going to add it to the documentation. Thanks for telling me.
I hope to one day upgrade my settings menu to a state where it will tickle TB funnyballs.
Good, I don’t know what happened, but it sounds like it worked out.
The volume change are designed to be real time when scrubbing sliders. (As seen in the project example room)
I am going to look into 4.8 tomorrow and see what can be improved, and if anything broke. Tell me if something comes up.
PS: I first thought your sounds did not play when game is paused. For sounds that needs to be played while game is paused (Using “Set Game Paused” node), please select your emittor and enable “Is UISound”. I am adding it to the documentation.
Hey does anyone used the system in 4.8? When I launched the project on 4.8, settings made a compile error and didn’t work. Also there were some reddishness on shadows. I jumped back to 4.7 because of this. Any ideas?
Hi, can you specify the compile error and what it says. Is it one of my blueprint classes that wont compile?
I have now testet most functionalty, and it seems to run fine at my end in 4.8. Both in a new project and an converted project 4.7 to 4.8.
I suggest trying to delete the save file.
The .sav file that is created don’t like changes and can cause different problems.
You can find the save file in your project folder
\MyGameName\Saved\SaveGames\SettingsSaveFile.sav
If your game is build as shipping, the save file is in your AppData folder. Delete it.
C:\Users\MyUserName\AppData\Local\MyGameName\Saved\SaveGames\SettingsSaveFile.sav.
If this did not work, please take a backup of your project and then delete all folders in your project folder except config, content, and the .uproject file.
It should look like this:
Reopen the project.
=====
I don’t know about the red tint on your shadows.
On the visual side, I am only calling the built in functions of unreal 4. It is no different from selecting it manually from the editor settings menu.
If you want to test it out, you can disable my menu from applying settings. Open “Game Settings” blueprint and disconnect “Apply Game Settings” node.
4.8 included many small changes in light and shadows. It might have affected your scene. See their release notes.
Please tell me if the red shadow tint problem disappear if you disable/remove my menu. I will look more into it then.
Ok I found what’s causing it. It’s incredibly silly and nonsense but here it is. Somehow in the Update Screen Modes options in SettingsVideoConfig, the last section (VR) causing the engine not to recognize the system. I deleted it and it works like the old thing. The reddishness on actors is nothing to do with the menu. The new features of 4.8 messed up my old color correction LUTs. Now I have to color correct all my levels again but the new color options are great. Thanks for the quick reply!
edit*: here’s old and new one that caused me trouble.
Hmm, VR is disabled by default as seen in section 8.5 in my documentation. I don’t support it. I only added it in since some beta testers was interested in VR, but it does not work properly with UMG 4.7.
I will see if behaves better in 4.8 in my next release, but if not, I might remove it entirely so it wont cause problems like this.
Unreal fixed a problem where mac users was unable to download my menu, but was stuck on syncing.
This might show up as an update in your launcher, both windows and mac, but no changes have been made.
I will announce a release date for next version when I am closer to finished.
Officially, my menu don’t support mac. I don’t have a machine to test it on.
I like to thank one of my buyers for testing it out on OSX.
Most features seems to be fine, except for fullscreen mode. Fullscreen borderless works fine, but normal fullscreen has issues with a black bar taking up space and mouse clicks gets offset.
A workaround is to simply disable fullscreen and only keep windowed and fullscreen borderless.
Sorry, real life has been good to me, so next update is planned to be late july/early august. I have been doing some on/off work on the new theme.
I am not currently working on gamepad support on the original theme. I see that 4.8 added the first steps for UMG gamepad support, but its not enough yet.
Gamepad support is coming for the new theme. It’s a 3d menu so it’s an actor and not a UMG. I have learned enough so that I can make it work when the game is paused. (This was the biggest hurdle I had to solve with some trial and error.)
I’ll see if I can get into a small crunch mode this week and then I can come back to you.
Wicked look and cool features! Any chance this could ever embed Rama’s plugin or create a new way included to map keys to controls? if so, 10 out of 10 dentists would recommend.