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

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

    It's out on marketplace now! $20
    Now updated with Keybinding support.
    https://www.unrealengine.com/marketp...-game-settings

    Working with unreal, I wanted to make a settings menu I could reuse in my projects.
    I wanted it to be good looking, non distracting, and easy to add into games.

    After lots of thinking and tweaking and twisting, I now present



    A menu with settings most users would want to tweak



    It features audio control, video options and mouse sensitivity sliders
    It stores the settings on file, and applies all configurations on next game session.

    Watch the video to see it in use, or even better:
    Try out the demo yourself!
    Download
    (Click the zip file and a download button shows up on top)



    Feature list:
    Keybinding system (New!)
    • Replace key inputs
    • Detects conflicts
    • Menu generates UI from data table
    • Allows key combinations (Such as Left-CTRL+A + Mouse Up)
    • Remapping gamepad joysticks directions and mouse movement inputs

    Audio control with separate channels
    • Master, Music, Voice, Effect, Ambient

    Control game quality settings:
    • Resolution
    • Screen mode (Fullscreen, Windowed)
    • Field of view
    • Performance Settings
    • Motion blur
    • View distance of foliage
    • Bloom
    • Brightness
    • V-Sync
    • ++

    Settings are saved on disk and re-applied when game starts
    Includes an example level demonstrating use of settings menu
    Clean and structured blueprints

    And a bunch of other smaller features, try out the Demo or read the documentation for more.


    What does Quality Game Settings not include (yet):
    Navigating menu with gamepad
    Virtual reality support
    Mobile
    Local Multiplayer (Online Only)


    Text Manual: http://goo.gl/Ze4kCF
    Video Tutorial: How to implement menu
    Attached Files
    Last edited by Scraphead; 09-25-2016, 07:19 AM.
    Marketplace: Quality Game Settings

    #2
    These look excellent! Once you complete the keybinding work you alluded to, this will be a must-have asset for me and probably many others.

    I'm a bit tied up right now to help you with the beta test, but hopefully others will be able to pitch in. I can't wait to see this on the marketplace!
    Last edited by VSZ; 04-25-2015, 08:37 AM.

    Steam Early Access: Drunk On Nectar - The Nature Simulator

    UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

    Comment


      #3
      Thank you, I agree, changing keyboard bindings is huge part of a proper settings menu. As of now, I am unable to do so from blueprints.
      According to Epic marketplace guidelines, they will support selling plugins with c++ at a later date, but it seems to be blueprint only for the time.

      The menu is in quite a good state now, and it feels good having this control from inside the game.

      I am also hoping for more customization in the UMG designer, especially the combobox. (It's so tiny).
      The UI designer is heading the right direction, especially 3D widgets. (They can look awesome!)
      I want to make more different variations of menu look and feel. Supporting smaller phone displays would also be interesting.
      Marketplace: Quality Game Settings

      Comment


        #4
        True, rebinding needs C++ it seems. If Epic could expose the relevant keybinding API calls in one of the UKismet libraries (or someone submits that code via github) one can byass the C++ dependency.

        Anyway even what you have now is great and will save people a ton of work. Will vote on Trello when it gets there!

        Steam Early Access: Drunk On Nectar - The Nature Simulator

        UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

        Comment


          #5
          Might not be too much longer until c++ plug ins are on the marketplace according to the 4.8 stream last week. On another note the UI is very nice and clean will try the demo when I get home.

          Comment


            #6
            From /r/unrealengine. Would love to join beta testing (trinexg)

            Comment


              #7
              Thank you. I will look into it for the next version if c++ plugins are coming.

              I have recieved a lot of positive feedback on reddit for my menu. I have responded to some questions there.
              http://www.reddit.com/r/unrealengine...bmitted_it_to/

              Originally posted by TrinexGames View Post
              From /r/unrealengine. Would love to join beta testing (trinexg)
              I have sent you a PM on reddit^^
              Last edited by Scraphead; 04-26-2015, 06:19 AM.
              Marketplace: Quality Game Settings

              Comment


                #8
                I would love to try this out as well, if you're still accepting beta testers (Tarux_Bravo on Reddit) Having something like this implemented from the get-go would be a huge time-saver. Looks good so far!

                Comment


                  #9
                  ever wondered what it feels like to fall into a pool of piranha

                  I think you're about to find out, it's just what the community needs. and we are all going to eat it up, lol.

                  anyway we can help vote this up for release on marketplace? (link?)
                  this needs to be out & solid for the UE4 4.8 release !

                  msg sent btw, lol. if not too late.

                  anyway thanks for this.

                  ps: have you tried creating your own BP for use in the Editor to expose the keybinds? (not sure this is possible yet tho')
                  (seems a shame this is so hidden in UE when even Direct X 8 (was it 8?), that had Keybinds easily set with even the UI to do it with.)

                  edit for input:
                  the game section should be the first menu the user sees or at least shown first by being on the top tab or even make this a submenu after clicking 'options' button. I know you've done a lot of work on getting this to work but this is something, although important, people set & forget.
                  Last edited by ayretek; 04-26-2015, 08:39 PM.

                  Comment


                    #10
                    (trinexg) So far no trouble, going to be testing custom setting later! Great Job!

                    Comment


                      #11
                      Hooked it up earlier and got it working nicely, haven't tested VR yet though. Going to do that later when I set up my rift.

                      However I did find one bug. If you make no changes and hit cancel, all settings are saved as 0, including video. So if you load up the menu, don't make any changes, and hit cancel, all video settings go to 0

                      Other than that it's great, thanks for your work!

                      Edit: Also, the Apply button tends to become unclickable, on the bottom right area. Same with the cancel button but it seems to be a lot smaller of an area. Very minor but for the apply button a good 25% is unclickable. Might be related to using 16:10 resolution, or just changing resolution?
                      Last edited by Pinworm; 04-27-2015, 03:09 AM.

                      Comment


                        #12
                        Originally posted by ayretek View Post
                        ever wondered what it feels like to fall into a pool of piranha

                        I think you're about to find out, it's just what the community needs. and we are all going to eat it up, lol.

                        anyway we can help vote this up for release on marketplace? (link?)
                        this needs to be out & solid for the UE4 4.8 release !
                        Thank you^^ it's fishing time, I hope it will be approved by Epic and show up on trello soon.


                        Originally posted by ayretek View Post
                        ps: have you tried creating your own BP for use in the Editor to expose the keybinds? (not sure this is possible yet tho')
                        (seems a shame this is so hidden in UE when even Direct X 8 (was it 8?), that had Keybinds easily set with even the UI to do it with.)
                        No, not yet. I wanted to keep the scope simple in the first version. Will look into the best solution I can find later.


                        Originally posted by ayretek View Post
                        edit for input:
                        the game section should be the first menu the user sees or at least shown first by being on the top tab or even make this a submenu after clicking 'options' button. I know you've done a lot of work on getting this to work but this is something, although important, people set & forget.
                        I can add it to the manual how to configure the game settings tab to show up by default and come


                        Originally posted by Pinworm View Post
                        However I did find one bug. If you make no changes and hit cancel, all settings are saved as 0, including video. So if you load up the menu, don't make any changes, and hit cancel, all video settings go to 0

                        Other than that it's great, thanks for your work!

                        Edit: Also, the Apply button tends to become unclickable, on the bottom right area. Same with the cancel button but it seems to be a lot smaller of an area. Very minor but for the apply button a good 25% is unclickable. Might be related to using 16:10 resolution, or just changing resolution?
                        Thanks for your feedback, I can not replicate those bugs you are mentioning. It sounds like it's unable to read the older game settings instance when it reverts on pressing cancel. Do you mind if I ask for a copy of your project and see what the problem is myself?
                        Marketplace: Quality Game Settings

                        Comment


                          #13
                          What setting effects that... not sure what it's called

                          On a lot of PC games, you have stuff like the low, median, high and ultra setting, what effects this or reflects it?

                          Comment


                            #14
                            Would it be possible to tap into the LOD settings for example setting it on low would have the lowest lod's of everything (or certain things) show closer to the player, Or a slider with values could be even better
                            Last edited by CyberDev; 04-27-2015, 07:14 PM.

                            Comment


                              #15
                              This looks great! And we definitely need some good setting plug-ins for the market!
                              David Hache aka Mortusnyte - Youtube
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