Hey, thanks for buying my menu.
Sounds like some nodes in your character is not connected properly.
Make sure you connect the “Key” output from “Any Key” event to the “Any Key Press” in action manager.
If this does not solve your problem, please send me pictures of your node setup.
The default resolutions you see in the variable “Video resolutions” are fallback values, in case “Get Supported Fullscreen Resolutions” fails.
If 1920*1080 does not show up, then Unreal engine does not think your computer supports that resolution.
It is still possible to type in your own preferred resolution in the two left boxes
View distance scale edit box is disabled on purpose. It only works on values (0 < x <= 1), so I did not see any use in changing its value outside the slider range.
If you want it enabled, you have to set its visibility to “Visible” and set up a “OnTextChanged” event with nodes.
The Low, Mid, High, Epic settings are Unreal’s official values for the scalability settings.
I do agree, there is not much difference between some values, and I have wondered if I should set up my own steps to quality settings where you can see the difference.
The functionality is there, and was a part of the large rewrite I did of GameSettings.
I wanted to avoid clutter in menu, so I did not add a revert settings option.
(Make sure you apply settings after it is reverted to default.)
I plan to do so!
This is the visual feedback when swapping menu tabs. To disable it, open ClassicSettingsMain and disable Play Animation in Event Graph and in “Switch Tab” function.
That is correct. Resolution changes does not work properly with PIE. As you said, It works fine when game is packaged or run as standalone game in editor. I don’t think it’s feasible to solve this in blueprint, and it will not affect the final game.
As an alternative, you can use immersive mode in Editor for fullscreen.
https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/Viewports/Basics/
It should be possible. I don’t have any documentation for it, and I plan to improve this later.
Since keybinding was included, the menu now requires an action manager and player controller to register keys. The action manager also needs the any key press to remap keys, and that means we need an actor that can receive inputs with “Any Key”.
Other then that, you can add it to viewport with a ZOrder higher then your own menu and call “Open Menu”, “Close Menu” on it.
My menu does unfortunately not support gamepad navigation. (It is specified in documentation). UMG in Unreal does support some navigation with a gamepad, but it is difficult to extend and change visuals on. What you see is the default settings. I might disable it all together since it is not really functional.