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

I’ve just purchased this, and it seems to work quite well but when I run in the editor, after exiting the game, I get the errors:

Accessed None “SettingsMenu” from node Add to Viewport
Accessed None “SettingsMenu” from node Set Visibility
Accessed None “CallFunc_Create_ReturnValue3” from node Set Visibility

Sorry if this has been answered in the thread before. Any ideas what could be causing this? I’ve got it set up to match the nodes from the example map (which works without errors)

Hi, can you please post a picture of your event begin blueprint setup where you add the menu to the viewport?

It actually occurs on the sample version too, if you tick the dedicated server option and run in the editor.

I’m guessing this can be fixed with some IsServer check or authority check though, I’ll try some of those out.

Edit: Also I should point out it all seems to work regardless, I was just curious about fixing the error.

Edit #2: Adding an “Is Dedicated Server” check and only initializing it if false appears to fix the error and it still works with non-dedicated option.

Thank you, I can replicate the errors messages now. I had not tested the menu with multiplayer in mind.
I don’t plan to support all edge cases a multiplayer game can bring, but I should at least make sure my example room will work properly when enabling multiplayer.

I adding it to the todo list. Thanks for the feedback.

If I add custom options to the menu, would they automatically be saved? Or is there something that needs doing to add it to the saved config system?

Hi, you need to register the variable in the GameSettings blueprint, see step 7.2 in manual.
https://docs.google.com/document/d/1eDri0d6pWJH75Tm7tPPtUaGB7Hb7opStzeXwULUET_o/edit?pref=2&pli=1#heading=h.jyh3dcups8qe

Are you looking at updating your documentation with all of the changes that have been happening in your plugin?

Yes, the manual will be updated with changes. Manual was updated with version 1.1. http://goo.gl/Ze4kCF

I found the updated doc late last night. Thanks!

I get everytime the Error Object Refference is not Compatible with User Widget Reference.

everytime when i want to Connect the Note from Settings Menu to Add to viewport and Set visibilty? Why.

NVM got it

Hello

I came across some tweaks i wanted to do that aren’t covered in the 1.1 pdf or that i can see, i was wondering if you can help me out with them

first off is the text on the left for the settings i want to change it from Epic to Very High (Personal preference)

i tried to change this settings but it didn’t do anything
m0F5hqn.png

I also want to change the fov slider to go in increments of +1 not +0.1 is there anyway to do this?

Thankyou

I figured out how to change the text, fixed that on my own haven’t changed to fov problem though

Hi, sorry for delayed answer. To modify the number of fractions displayed, you can open up “Update Field Of View” function in “ClassicSettingsVideoConfig”.
Expand the “ToText” node and set “Maximum Fractional Digits” to be 0.

Crackin, thanks mate

Hey, I just followed the video tutorial and the manual to set the menu up in my game. I can open it in-game, the mouse shows, and my game pauses (as it should) but I can’t click on anything on the menu. Any idea what could be the problem? Thanks!

Hi, this can happen when multiple UMG widgets are overlapping the same area.
If you have made your own widgets (etc a HUD), then try to set the ZOrder of the settings menu.
You do it with the node “add to viewport”. Set it so it has a higher priority then other widgets.
Dh5V0rB.png

If this does not work, please send me images of your blueprint setup.

Ah, thanks! It was so simple! It worked perfectly.

Marketplace reports this as up to 4.10 compatible, is there a 4.11 version in the works or it would be easy to to make it work w/o much of a problem?

The 4.10 version can be updated to 4.11 without problem.
I am currently making a few new features, that will be the 4.11/4.12 update.

Preview of next release:
Finally keybindings, all in blueprints!


It’s working, it’s saving, it loads on game start, its responsive, it has a reset to default button, it supports analog axis values, key just pressed and key just released.
You can register mouse and gamepad directions. Supports even stupid combinations like “left ctrl”+“gamepad left stick up”+“mouse left”+“Enter”.

Key binding menu is auto generated from a datatable. No need to manually fill out menu components.

See short clip of keybinding in action.

Needs cleanup and documentation, but main challenges are now done. Hozza!